MMORPG Races: A Long List, part 1
Submitted by diaskeaus on Fri, 02/24/2006 - 13:59
Tags:
- Race name, Game name, Description of race
- "Cirath (Human)", "Lost Isles", "Adult human females tend to range between 5' and 6'2 " tall and ninety and 250 pounds in weight. Males range from around 5'3 " to 6'6 " tall and 110 and 350 pounds in weight. There are exceptions both on the low and high ends, though they are seldom. Male and female skin color ranges from very dark brown to almost pure white, and all shades in between. There are variations of reddish tan, and yellowish tan as well. Hair color can be anywhere from jet black to very light blond, with all shades of brown in between. A smaller segment of the population has red hair, or various shades and combinations thereof. Eye color can be blue, green, brown, gray, or hazel."
- "Halfling", "Geas", " Halflings are named for their short size, but they generally have big hearts. They are nimble and dextrous, and have more curiosity than should have been able to fit into such a small package, giving rise to the common saying: 'Curiosity killed the halfling' - although many times that curiosity takes the form of a large warrior, whose ancestral blade has been 'found' once again by an inquisitive halfling. Halflings are natural thieves, although they would be shocked to be called that. How can they help it if, at the end of the day, they reach into their pockets and discover they have 'found' all manner of interesting items? The former owners should be more careful not to lose them! However, halflings are able to be serious, as well."
- "Demarian", "Otherspace", "Noble and proud, these felinoids once dominated a desert world called Demaria. Now, their mighty cities and palaces lie in ruins. Those who traveled with the Sanctuary colony vessel are among the few that seem to still survive. Rumor has it most Demarians were enslaved or slain during the reign of the Kretonians."
- "G'ahnli", "Otherspace", "The G'ahnli are a race of telepathic piscinoids living peaceful lives of profitable commerce beneath the waters of G'ahnlo. They require mobile water containment vessels to move about in the world of the airbreathers."
- "Grimlahdi ", "Otherspace", " Reptiloids who stand on average about two feet taller than the Nall. Natives of Grimlahd, a world shared with their taller and generally less-intelligent cousins, the Zangali, these sentients worked with the Nall - it is said - to exterminate the Kretonian menace."
- "Lunite", "Otherspace", "Descendants of the 22nd Century Specialists who revolted against their human masters and achieved civil rights and won a homeworld in the form of Luna. When mankind resumed mass production of cloned humans for a war against the Kretonians, the Lunites abandoned the Solar Consortium and formed the Free Luna Protectorate. Not much different in appearance from normal humans, although many are altered based on the specialization of their ancestors."
- "Mystic", "Otherspace", "Another race hunted to near extinction by the Kretonians, these few visionary humanoids are split between Val Shohob and Quaquan. Once gifted with the means to commune with "the Voice " of the universe, Mystics are well-known for their prophetic foretellings and answers in the form of puzzling commentary."
- "Nall", "Otherspace", "Four-foot tall reptiloids who may have a bit of a Napoleon complex due to their height, but enjoy an abundance of honor and pride - despite the dark years spent under the yoke of the brutal Kretonians. "
- "Nemoni", "Otherspace", "Tiny humanoids who were natives to the Hiverspace planet called Nemonus, encountered by the Sanctuary colony vessel during her travels. Some returned to our universe from Hiverspace with Sanctuary."
- "Odarite", "Otherspace", "Insectoid cousins of the Mekke, they lack psionic powers, but are far more prevalent in the galaxy thanks in large part to that. They proved useful as slaves in the mines in the Stubtooth Mountains of Demaria and on their own homeworld of Odari. Quite a few still live among the Theorians in the mountain villages on Demaria, but most make their home on Odari."
- "Phyrrian", "Otherspace", "Sentient mechanoids who live among the industrial wastelands of Phyrria, a world that seems to have once been a thriving civilization once."
- "Qua", "Otherspace", "Descendants of Native American colonists who settled on Quaquan. A deeply spiritual people with close ties to the land and nature in general. They believe in the wisdom of their elders. Although generally suspicious of outsiders, they are not xenophobic. In fact, they gave sanctuary to the hunted Mystics, ensuring that those homeless purveyors of prophecy would not be eradicated."
- "Wood Elf", "Mozart MUD", "Wood elves are a reclusive breed of elves that have isolated themselves from their cousins, preferring the natural surroundings of forest land or wilderness to more populated areas. Short but solidly built, they average five feet three inches and a hundred forty pounds, have slightly pointed ears and sharply tilted eyes, and significantly greater strength than other elves due to their lifestyle of hunting and gathering food for their families."
- "Sivadian", "Otherspace", "Descendants of human colonists who settled on Sivad. These folks aren't afraid to tamper with their genetic makeup - especially now that there's no overriding military force with the means to tell them to stop it. So, experimentation seems to be all the rage, with expensive, do-it-yourself genome boutiques. Quite friendly to outsiders - as long as they're not those insufferable human bigots from Sol System."
- "Specialist", "Otherspace", "Cloned humans, mass produced and specially engineered to do the bidding of their pure human masters - whether it's digging a ditch or dying in combat. Built-in "expiration " comes in five years, although this can be extended with expensive metabolic stiflers (provided the master is willing to front the cash, which is rare)."
- "Theorian", "Otherspace", "Packs of agile, psionic felinoids that dwell in the mountainous regions of Demaria; in the wake of the Kretonian occupation of the planet, they became the dominant life form on the planet, and are more numerous than the citizens of both newly established colonies even today -- still, they are rarely seen outside the forests and jungles at the foot of the Stubtooth mountains. Some of them share villages with descendants from other races who, like their ancestors, were used as slaves by the Kretonians for their mining facilities."
- "Timonae", "Otherspace", "Still a rather free-living race with a knack for gambling and troublemaking, these humanoid cousins of the Mystics still abide on the planet Antimone. Many found their way into Kretonian slave camps during the occupation, but the Timonae persevered, and welcomed the day the Nall came to crush their captors. Now, in the aftermath of the holy war launched by the Kretonians against the Mystics - coming as it did after the Mystics had lost their world to a supernova - the tables have now turned. Most Timonae these days feel pity for their more psionically gifted brethren, who have lost just about everything over the centuries."
- "Ungstiri", "Otherspace", "Rough and tumble denizens of the last remaining chunk of a planet known centuries ago as Youngster. First, it got blown into three pieces by the Nall. The settlers, descendants of Eurasian colonists, stuck with it and made a home among the ruins. Then, the Kretonians swarmed in, took over, and changed Ungstir Prime to New Kreton Prime. Then, the Nall came back, this time in liberation mode, and destroyed New Kreton Prime and the third chunk. The segment known as Ungstir Two became Ungstir. Again, the Ungstiri stayed, converting the old mining facility into something inhabitable."
- "Vollistan", "Otherspace", "Denizens of the planet Vollista, these luminescent humanoids who once served as interrogators for the Nall - and, eventually, the Kretonians - now keep primarily to themselves within the caves of their homeworld. They are emotional creatures who can express themselves with personal light shows - red for anger, blue for sorrow, a shock of purple for surprise. Accomplished poets and singers. All have names that start with the prefix "Vol. ""
- "Ydahri", "Otherspace", "The Ydahri are a newt-like race from the planet Ydahr. Like their distant cousins, the G'ahnli, they are fond of trade, but will often seek to give their customer the most benefit as opposed to giving it to themselves. They are also very honest and forthcoming, and will seek to establish understanding through communication in all situations. The Ydahri are amphibious - that is, they spend time both in the water and out. Although they must be on all fours to walk, they can stand upright using their tails as extra support."
- "Zangali", "Otherspace", " The Zangali are tall, warm-blooded reptiloids with a wide stubborn streak and a strict code of honor. Although quick-tempered and disinclined to become fluent in alien languages, most Zangali do not fit the common misconception that they are dumb. Granted, as a culture they are less wily than their Grimlahdi cousins. But they are forthright and pride themselves on straight-talking and honesty - and they take a dim view of people who betray or lie to them."
- "Gith", "Realms of Despair", "The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They are yellow-skinned and very long of limb. Sunken eyes peer from yellowed sockets, now strangely capable of naturally detecting the invisible. The Gith race has split into three distinct groups: the good (Githzerai), the selfish neutral (Pirates of Gith) and the evil (the Githyanki)."
- "Sea-Elf", "Realms of Despair", "Also called Aquatic Elves, they are akin to mermen as land elves are akin to men. Found almost exclusively among heavy weed beds in quiet, sheltered, salty waters, they are great friends of the dolphins. The race historically prefers to fashion caverns in lagoon bottoms and reefs in which to live and work, but circumstances within the Realms have forced them into the general populace. The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and white-blonde or silver hair. Sea elves have an innate ability to find magical auras as well as the inherent capacity to breathe underwater and are somewhat resistance to cold."
- "Triton", "Mozart MUD", "Tritons are merfolk, denizens of the seas, but able to venture forth upon land at need. They are a proud, prickly, easily-offended people, but for all that, are generally aligned toward the powers of good, and are staunch foes of the vile sahuagin. Neutral and evil tritons are known, but comparatively rare, and usually exiled from triton society upon discovery."
- "Hawken", "Beyond the Shadows", "The Hawken are a race winged humans. Slender in build, though generally tough and sinewy, their bodies are perfectly humanoid with the exception of their wings. Covered in long fine feathers, the wings range the full spectrum of colors and shades. Their wings span a distance of usually twice their height. Due to their nature, Hawkens are always flying, and are very susceptible to fire based attacks."
- "Heucuva", "Beyond the Shadows", "Heucuva are nothing more than walking skeletons. Their size tends to be around that of a human. It is not sure if these beings are cursed souls doomed to walk the lands for all eternity, or just a fluke in Death's design. Whatever the case may be, most of these beings do not remember their former lives."
- "Eaglekin", "Beyond the Shadows", "Similar in build to the Hawkens, their colors tend to be more towards the white, black, and greys. Possessing a body of a light, yet strong build, they have the head of an eagle, complete with the sharp, hooked beak. Compared to the Hawken, they tend to be smarter and more nimble, though not as strong or as durable."
- "Wolfen", "Beyond the Shadows", "The Wolfen are a race seeped in mystery. Responsible for all the human myths of lycanthropy, they have existed for as long as man or even longer. They are roughly bipedal, though able to move just as fast on all fours. The have hands with long fingers and sharp nails, very claw-like. Their legs are very much canine in shape, complete with the paw type foot your would commonly see on a canine. The color of their fur varies widely, anything from snow white to coal black, and light browns to dark orange."
- "Birdman", "Gateway to the Night MUD", "Birdmen are human/phoenix hybrids. They can fly and are quite agile, but somewhat lacking in strength. Birdmen make good thieves and clerics, are somewhat less adept as mages, and are not good warriors."
- "Colossus", "Gateway to the Night MUD", "Colossus are intelligent giants, very capable mages. Similar in appearance to normal giants, they refrain from bloody combat and dwell in the magical arts. Colossus is only available after remort. Colossuses are slower than most beings, but often bash their opponants in physical combat. They are resistant to charm, lightning, fire, cold, and mental affects, but quite vulnerable to slashing attacks."
- "Dragon", "Gateway to the Night MUD", "Dragons are huge flying reptiles, known for their amazing strength and magical aura available only after remort. Dragons are extremily intelligent and find other races somewhat beneath their consideration, they can be very stuck up. Dragons are excellent mages and also make good clerics. They can also make good warriors or weaponmasters although their dexterity is quite low. Dragons can fly, see in the dark and regenerate quickly. "
- "Shadow", "Gateway to the Night MUD", "Shadows are spiritual beings only available after remort. They are very weak, but very intelligent and wise. Due to their naturally sneaky nature, they are great thieves and assassins. They also make good mages, but do not make good clerics and are terrible warriors. Shadows are permantly affected by pass door and get energy drain, hide, and sneak (if they are the appropriate class). Shadows can also meld with their surroundings, becoming invisible. They are unaffected by normal weapons and are vulnerable to magic."
- "Unar", "Gateway to the Night MUD", "Unar are similar to dwarves in apperance. They are less strong than dwarves, but more intelligent and wise due to their age. Unar also get drunk very easily. They make excellent mages and clerics, but are not so good as thieves and make terrible warriors."
- "Sprite", "Mozart MUD", "Sprites are the smallest and weakest of all the Surface races, but the most mentally and magically gifted, outclassing even the elves. More than any other race, they truly deserve the label of faerie that the drow of the Underdark use as a generalization for all Surface races, being no more than a foot in height with gossamer wings protruding from their backs. Sprites are usually pale of skin—though not always—and can have just about any hair and eye color imaginable."
- "Akrabi", "Imperian", "The humans of the desert were appalled by mutations within their young; the force of the Awakening had taken hold within their people. Coupled with the thousands of venomous arachnids which proliferated in the desert, a new race of armoured scorpion people came into being. With a thick carapace of powerful chitin plating, and a deadly tail filled with toxic venom, it is impossible to mistake an Akrabi."
- "Lamira", "Imperian", "The Lamira are ocean dwellers originating in the mighty western ocean. The people were discovered as citizens from Antioch were experiencing a great drought. Sending scouts westward in search of help, the Lamira answered the call and were able to locate water within the desert for the people of Antioch."
- "Norrjin", "Imperian", "The Norrjin are the descendants of the refugees that fled to the north following the destruction of Caanae by the Orc forces. The power of the Moon of Change slowly evolved their bodies to deal with the rugged life. Stronger than the average human, these men are known for their ferocity in battle, and honor in life."
- "Sylayan", "Imperian", "The humans who fled to the forests of Imperian after the destruction of Caanae soon found themselves becoming more and more in tune with their forest surroundings. Smaller, yet quicker than the average human, they are marked by thin bodies and pointed ears. So in tune have they become with the forest, they are able to take advantage of its many secrets."
- "Lycaen", "Imperian", "The Lycaeans of the forests are another breed of ancient Caananites, evolving to survive in the dangerous woodlands of Imperian. Larger than a normal man, they are strong and fast, closely resembling the wolves of their homeland. Their thick pelts come in many shades, most being in browns and greys. "
- "Tanari", "Imperian", "The Tanari are the direct descendants of the ancient Cannanites. The most numerous of the three human races, they can be found in nearly every corner of Imperian. The Tanari race has been known to dabble in every aspect of culture, from the devout orders of the divine to the perverse underworld of dark magick."
- "Kohdon", "Imperian", "It is not quite certain how the Kohdon evolved, for they suddenly appeared from within the jungle foliage, taking their place within the society of Imperian culture. Preferring their jungle homes, many of these lizard-like beings can still be found throughout Imperian."
- "Muamrite", "Imperian", "The Muamrite race are the remnants of the people who were cast into the desert by the Noctusari after the violent takeover of their city. Over time the constant exposure to the sun caused their skin to darken. Forced to survive in the harsh, arid desert, the Muamrites can survive for days without food or water."
- "Muamrite", "Imperian", "The Muamrite race are the remnants of the people who were cast into the desert by the Noctusari after the violent takeover of their city. Over time the constant exposure to the sun caused their skin to darken. Forced to survive in the harsh, arid desert, the Muamrites can survive for days without food or water."
- "Ssylsin", "Imperian", "Birthed in the swamps of Imperian, the snakemen are deadly warriors. Whereas the Kohdon are killer brutes, the Ssylsin are quick and agile combatants. Scaly skin and forked tongues make the Ssylsin impossible to miss as they travel throughout the land."
- "Satyr", "Mozart MUD", "Satyrs are a race of half-man, half-goat bipeds. Carefree, fun-loving children of nature, satyrs' heads, torso, and arms are human, while they have the hind legs of a goat. Their heads are adorned by a pair of short, sharp horns poking through their thick hair. Satyrs' skin tone ranges from nut-brown to fair to bright red; their hair and furred legs range from deep brown to red. Their hooves and horns are typically black. Satyrs are exclusively male, and most wear beards."
- "Xiur", "Imperian", "The Xiur are a race of giant rock-like men. While they are not physically made of rock, their skins are like hard granite plates. They are very well known for their physical size and incredible strength. With this size and strength comes a reduction of speed and dexterity. Originally the Xiur are from the caves deep within the Gongen mountains. Displaced during an extended war with the Ryadai, whom they call gnomes, several decided to remain in the Celidon council after the defeat of the Ryadai. It is important to note that the Xiur hold great hostility towards Kinsarmar, who they believe aided the Ryadai during the wars. As such, they refuse to join the city of Kinsarmar or any guild associated with it."
- "Sidhe", "Imperian", "After the Sylayan were rediscovered by the world, many decided to live within the confines of the city once more. Slowly these 'city elves' became known as the Sidhe. Still marked by their unearthly agility and amazing intelligence, the Sidhe have definitely become a race of their own."
- "Asguardian", "Clandestine", "Hulking warriors of Asgard the legendary people known as Asguardians are worshiped and revered in both story and song. Often the mere presence of one of their number has been enough to turn the tide of the battle. This, coupled with their awe inspiring beauty, make them a race sought after by both warriors and consorts. The Asguardians are truly a people befitting the stories told of them."
- "Clandestite", "Clandestine", "Once mere mortals, these beings have amassed such great knowledge of the realm of Clandestine and of its people that they become the shadows and voices behind people that aid them in their travels and journeys. Truly the wisest of races, their knowledge is second to none and they willingly dole it out to those in need."
- "Drider", "Clandestine", "Large spider beings, the driders are considered a delicacy by many races, and because of that they are suspicious and wary of anyone not of their kind. They prefer the company of their own kind and rarely if ever associate with members of other races. Their grotesque appearance also induces feelings of discomfort in those around them."
- "Gem-Dragon", "Clandestine", "The result of centuries lying on their hoarded treasures, these dragons have become one with the treasure they have hoarded and stolen from others. Their gem encrusted scales allow them great defensive abilities and give them the sparkling appearance of winged angels from above... a good cover before they eat their prey."
- "Scorpobeetlo", "Clandestine", "Giant buffalo like animals the Scorpo prefer to live amongst the wide open plains among others of their kind in a large nomadic herd. A docile and peaceful race they rarely, if ever, enter into conflict. When they do, however, the beating of their hooves is normally the last thing heard. "
- "Sun-Elf", "Clandestine", "When an elf passes on with honor or dies as a martyr, it is brought back with a great and mystical power that transforms them. They gain a golden bright skin tone and a new angelic mission to shepherd elven kind into a similar existence and to help bring peace unto earth. They are mortal enemies of the Crimson Elves and will seek their demise at any given chance. "
- "Titan", "Clandestine", "Large well built giants, these people are the guardians of Asgard and the paradise that the Amazons call home. Brilliant and strong they often serve as Watchmen of holy places and defenders of key outposts for both religious and military purposes. They are a mercenary type, offering their services to all who can meet their price. "
- "Spriggan", "Clandestine", "Large green insects, the Spriggans have small antennae and mirrored eyes with tough leathery skin covering their torso. They are born with wings that wither and fall off before they reach maturity. Polite and diplomatic they are often used as mediators and judges in conflict or confusion."
- "Sahuagin", "Mozart MUD", "The sahuagin are a brutal race of predatory fish-men. These ruthless beings dwell in intricate caves in the sides of large crevasses in the floor of the Dragon Sea. Sahuagin raid villages on shore and ships at sea for food and supplies. They kill for fun and eat anything they can take down. Sahuagin males have been known to eat their own young as hatchlings due to deformity or other ailment."
- "Pixie", "Clandestine", "Small winged people born of the magical spirit of nature, the pixies are somewhat the guardians of forests. Though they are small they command vast magical powers and will swarm down upon an enemy with a hundred of their number to every one of the opposition. Seldom is a foe left to tell the tale of a horde of angry Pixies."
- "Shade", "Clandestine", "Swirling mists of chaos, a shade is normally 3 to 5 lost souls that have opposed the gods and lost. With this many souls trapped within they are a kaleidoscope of confusion that one moment can be an old friend and the next someone you never met before. They offer their services to whomever promises to make them whole again."
- "Sylphid", "Clandestine", "Small white bulging creatures they were once kept as farm animals and used for the sweet white milk the females produce. Eventually they freed themselves from the control of the Spriggans and have formed their own society with a complex caste system dependent on whose female can produce the most milk. They are also fiercely independent and vehement about the rights of the individual. "
- "Ursa", "Clandestine", "Huge nomadic bears, the Ursa are guardians of nature and enforcers of her will at all times. With their huge paws and giant barrel chests they are capable of throwing a person halfway across a forest if properly provoked. They rarely leave the forests but if they do they are quiet and soft-spoken unless agitated about abuse of the land."
- "Lycanthrope", "Clandestine", "The first of this race was a mistaken human who thought a potion he came upon would grant immortality. Instead he found himself a new and unusual creature who knew not how to cope with his powers. He would have simply faded away but a group of hunters captured him and feasted upon his flesh. Soon the whole village had transformed. Today this large dog-like race is plentiful throughout Clandestine. Friendly and sociable they are a favorite guest at parties. "
- "Quasit", "Clandestine", "Beings of pure light, they are the young form of celestials. Placed on the world to test their skills, they must prove themselves worthy of the powers that a celestial commands. Even at a young age they hold amazing command of the mind and the elements. "
- "Sphinx", "Clandestine", "Ancient beings of rock who once served as holy soldiers of Takhisis, their minds were freed and they were given self awareness. They now wander the lands of Clandestine seeking out a place that they may once again call home. Strong and wise they are a valuable asset in any situation. "
- "Tarrasque", "Clandestine", "Huge lizards with venomous breath and long jagged claws, they roam the swamps and forests of Clandestine. They are a race vilified in legend. The truth is they are a very apathetic race, caring only for themselves and what they can gain at the moment. Good friends with the dragons, they often form raiding parties together for women and wealth. "
- "Vampire", "Clandestine", "Forever wrapped in shadows these dark, these mysterious beings are born into the world whenever one of their kind chooses to feed upon a member of the mortal world. With a hunger for blood and a weakness to the light of day, they are denizens of the night and though not always evil are feared and hunted by all who know their nature. "
- "Mal-Kur", "Clandestine", "Large porous sponges, they bore witness the sinking of Atlantis and now occupy the sunken ruins of this once great city. They often leave their home and bring with them pilfered relics they sell to other beings for a high price. As you can imagine, this practice somewhat annoys the Atlanteans causing a heated rivalry between the two races. "
- "Mul", "Mozart MUD", "Muls are the result of the coupling of a dwarf and human. Muls have existed since their two parent races first came into contact with each other, but have never been common. They tend to stand as tall as their human parent, but retain the build and proportions of a dwarf, weighing an average of three hundred pounds, all muscle. Due to the limited compatibility between the two races, all muls are hairless and genderless."
- "Rak-Gorn", "Clandestine", "Tall muscular people with golden eyes and enormous egos, the Rak-Gorn are the braggarts and mouths of Clandestine. With their great command of mental energies and the physique of the gods there are few instances where their mouth writes checks their bodies can't cash. They inhabit a land that was divided by an earthquake that left them apart from their cousins the Elysians."
- "Sprite", "Clandestine", "Cousins of the faerie, sprites 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."
- "Trantu", "Clandestine", "These arachnid like beings prefer an isolated life with their time spent watching over the life of a chosen mortal. The mortal is chosen at birth, and when chosen, forms a spirit link with the Trantu. The Trantu watches over them, recording all their deeds, and when the time comes for the mortal to pass on they offer their knowledge to Nuitari, so he may record it for the future. They then die as their mortal dies."
- "Xenomorph", "Clandestine", "Xenomorphs are changelings without the ability to control their shapeshifting powers. This is caused by a disease they incur at birth and it leaves them with absolutely no control over their abilities. Constantly shifting forms and never able to hold a consistent shape, their warping bodies cause most people to avoid contact with them and more often then not they end up as jesters and such where their deformity and disabilities may be laughed at."
- "Obsidianite", "Clandestine", "Large mounds of rock brought to life with sacred water from the falls of paradise, the obsidianites are brought forth anytime there has been an instance where dishonor or injustice has caused the scales to swing from one end to another. Their purpose is bring justice to the situation whether it benefits good or evil. "
- "Doppelganger", "Clandestine", "For every person in this world there is their mirror image that exists in a separate and opposite plane of reality. Sometimes, these beings escape into our world, and once here, seek out and murder their twin , twisting their life to the exact opposite of what it once was. To see your twin face to face is to surely invite death upon yourself. "
- "Cyclops", "Clandestine", "Giant kindred of the Titans they hail from a strange land that has glowing rocks which are responsible for their one eye and giant size and strength. Often a single one of these will command an entire army of Titans, doling out commands and orders with the zest of an experienced combat veteran. They are of a diplomatic and orderly sort believing that all things should have organization and abhor chaos in all of its forms."
- "Fire-Devil", "Clandestine", "As the name implies these denizens of hell are demons sent forth to bring about the downfall of the balance of power and let loose the fury of hell upon the beings of light. Mortal enemies of the Celestials, they seek their deaths above all else and have the powers of hell behind them."
- "Felpur", "Clandestine", "Large humanoid cats created by Asmodeus to serve as his personal attendants, they were set free in the same psychic force that freed the Thrall from the control of Myr'Khul. They are highly valued for their coats and more and more of them are hunted down for them each day. Their long sharp claws make them a formidable opponent with or without weapons."
- "Changeling", "Clandestine", "With their normal appearance they are mistaken for mounds of unformed clay. Once approached, though, they can take on the appearance of anyone they have ever come into physical contact with. They are a benevolent being that often uses this ability to infiltrate evil sects and bring them down from within."
- "Minotaur", "Mozart MUD", "Minotaurs are a bestial race of half-human, half-bull appearance. Their heads are bovine, with powerful goring horns, while their bodies appear human, though more powerfully muscled than most humans and covered in coarse hair, usually dark-colored. Minotaurs are found in a variety of environments and climates. Tales abound of minotaurs inhabiting strange subterranean labyrinths."
- "Celestial", "Clandestine", "Beings of pure light, they are the children of gods. With a perfect build and the sharpest wit they are true perfection. A logic-driven race, they walk among mortals to attempt to understand the use of emotions and passions. "
- "Banshee", "Clandestine", "When a soul passes on with guilt or a score left to settle it returns to our domain as a Banshee. Forever locked in shadows, they creep about Clandestine seeking out the tasks they must complete to pass on to a peaceful rest and a guilt-free eternity. Their horrendous wail can send the bravest of men cowering in fear. "
- "Imp", "Aetolia", "Small and cunning, the imps were chosen by Khepri for Her games and tricks, their devilish natures making them perfect for Her pranks. Their short stature conceals their voracious appetites and they are well known for their grating laugh. One should never trust an imp entirely, at least not if one prefers to keep their possessions, gold, and dignity."
- "Kelki", "Aetolia", "Kelki are sleek, smooth-skinned humanoids with webbed fingers and toes. They are often found pulling machines apart and putting them back together with their nimble and dextrous fingers. Slyphe created the kelki by tinkering with various fish and sea mammals, looking for just the right combination of intelligence and flexibility."
- "Xoran", "Aetolia", "The Xoran are a race of humanoid lizards. Powerful and intelligent, they are from a realm far from here. How they arrived on Sapience is also not known, but by now, they have become a familiar sight."
- "Rajamala", "Aetolia", "The tiger-like Rajamala race is known for its fierce temperament and wild origins. Their short orange fur keeps them warm in most environments just as their feline eyes allow them to see in even blackest night. While their lithe forms trade power for dexterity, their intelligence and curiosity are not limited by any means. From deep within the Itzatl Rainforest, the Rajamalan people bring their primal strength into the Midnight Age."
- "Grook", "Aetolia", "The most intelligent of the mortal races, the Grook are a race of humanoid amphibians that look a bit like frogs. The Grook seem to be a fairly recent race, perhaps produced via experimentation with powerful magic. They have no memory of their origin in any case."
- "Horkval", "Aetolia", "Horkval are powerful, though not particularly intelligent, insect-like humanoids. They show no fear in battle and work together smoothly. Their origin is not known, but it is almost certain that they did not originate on the continent of Sapience, and possibly not even on this world."
- "Atavian", "Aetolia", "With their powerful feathery-white wings, the race of Atavians lift themselves high into the sky. The freedom of this avian race is unmatched in the Midnight age, nor is their talent for flight. They stand otherwise nearly identical to their Human cousins, though their wings tend to limit their dexterity in many situations."
- "Troll", "Aetolia", "Trolls are large, slender humanoids with impressive physical abilities and a tendancy towards explosive tempers. Their rough, leathery skin is found in a variety of hues. While some Trolls can be found with ruddy-orange flesh, others are a light, mossy green. The metabolism of the Troll race is legendary, as is their ability to regenerate most any wound. Where the Trolls excell in the physical arts, they suffer in those magical, and their relatively low intelligence often results in very interesting speech patterns."
- "Lizard-men", "Mozart MUD", "Whether lizard-men are a naturally evolved race of intelligent lizards or the result of a mad god's experiment is unclear. What is clear is that these bipedal lizards have entrenched themselves deeply in the ecology of the Surface, carving out niches in swamps, jungles, and other wetlands. Lizard-men are possessed of both fearful strength and frightening speed, making them efficient and skillful warriors and thieves. They lack the refined intelligence required to work intricate magic, but do have a certain affinity for their gods, allowing them to employ clerical prayers with some degree of effectiveness."
- "Mhun", "Aetolia", "The Mhun are a race of underground dwellers who are distant cousins of humanity. Of human size, they are a bit weaker, but more agile. Moghedu, their ancestral home, is southwest of the great Mojave desert. Their harsh living environment has forced them to be survivors and though they command perhaps less respect than the other races, they are wily, clever opponents. Mhun rarely hold leadership positions, as their first loyalty is generally to their race, rather than to their guild or city."
- "Tsol'aa", "Aetolia", "Though the majority of them live a peaceful, isolationist existence in the remote forests, a handful have emerged to interact with the other races. In general, the Tsol'aa are bewildered by the hastiness of humans, but seek to understand why humanity has managed to attain such dominance. Physically, they are lithe beings of approximately human height."
- "Hobbit", "Mozart MUD", "Hobbits are a wee folk, only ranging between three and four feet in stature. Their hair tends to be curly, with the same colors found among humans. In fact, excepting their feet, hobbits are quite similar in appearance to humans, just on a smaller scale. On the top of each foot grows a curly mass of hair, lending to the propensity of the race to forgo footwear of any kind. Fortunately, they have developed extraordinarily tough feet and can walk over rocky ground with ease."
- "Megi", "Lost Isles", "
- There is a marked difference between the sexes. Females stand between 6’ and 6”4” tall. Males are taller, ranging from 6’10” to 7’4” tall. Their build is similar to humans, except that they are slender for their height and have extremely long arms. The Megi have an ape-like face, with a round head, round, intelligent eyes, and a flattened nose that is almost not a protuberance. They have a rather prominent brow ridge, and ears that stick out relatively far from their skulls. Their bodies are covered with thick hair, with the exception of the faces, ears, palms of the hands, and soles of the feet. The color of the hair appears in a range of buff, gold, dark umber, silver, and dark gray. Females tend to have lighter and blonder coats than males, generally being in the range of buff to gold. Males tend to have darker and grayer coats, being in the range of silver to dark gray. The skin is a pale tan to dark yellowish or grayish brown. "
- "High Men", "Mozart MUD", "High men are the elder race of humans, precursors to the common mass of humanity that covers much of the Surface world today. Once masters of a mighty civilization and close allies to the elven and dwarven kindreds, today high men are a race in retreat, their culture a shadow of its former greatness and their numbers steadily dwindling as common humans spread and intermarriage blurs the old racial divisions."
- "High Elf", "Mozart MUD", "High elves are among the oldest of the races of the Surface, with a long and rich history and culture, although their numbers, power, and influence have been in decline in recent centuries with the rise of humankind on the Surface. Physically, high elves tend to be more slender than humans, with characteristic pointed ears and slightly slanted eyes. They are usually more dextrous, but somewhat lacking in strength and toughness compared to humankind. They are mostly pale of skin but have a variety of hair and eye colors."
- "Half-Giant", "Mozart MUD", "Half-giants, as the name suggests, are the result of breeding between humans and the giant races, and combine the varied coloring of humans with the sheer size and ferocity of true giants. These brutes are the tallest and most muscular of all the Surface races, exhibiting astounding strength and endurance, but their mental gifts are far more limited; half-giants are slow of wit and low in finesse, preferring violent action to negotiation or thought. Half-giants are found in a variety of climates, but chiefly in the hot deserts of the west, near the great city of Teron."
- "Half-Elf", "Mozart MUD", "The half-elves are an oft-hated race by their mother races, the elves and the humans. Though humans tolerate the half-elves more than elves, they are considered outcasts to the realms, bastards at best and half-men at worst. Half-elves resemble elves more than humans, with delicate features and distinctly elven eyes and ears. They also, however, have much that comes from their human heritage, and are often better built and stockier than elves, and occasionally have facial hair."
- "Gnome", "Mozart MUD", "Gnomes, distant relatives of dwarves, are one of the most diminutive races found on the Surface, smaller even than hobbits. The most distinctive feature of a gnome is his enormous nose; the size of a gnome's nose is a matter of status among his fellows, and one is proud to boast of having the largest. Gnomes tend to have brownish skin and pale hair, though this can vary; their eyes may be any hue."
- "Centaur", "Mozart MUD", "Centaurs represent an ancient, magical—possibly fey—cross between elven or human stock and various equines. They come in various sizes and shapes; their equine lower bodies can be slender and deer-like, or, more commonly, horse or zebra-like. They are man-shaped above the waist, but their color here is no more uniform than below, varying from the palest colors to deep brown."
- "Aludemon", "Mozart MUD", "Aludemons are the offspring of a female demon who has mated with a male of the mortal world, typically a drow. Birthed in the Abyss, some few choose to dwell among mortals, invariably in the Underdark, which is most suitable to their nature and temperament. There, they are given healthy respect—if not outright fear—regardless of whether their mortal heritage was drow, orc, or human."
- "Bugbear", "Mozart MUD", "Bugbears are very large, very hairy, and very aggressive. Their acute senses, especially their sense of smell, allow them to take good advantage of situations where the senses of others will be hampered. Most bugbears dwell in the Underdark, where they are used as elite slave soldiers or as overseers watching over slaves of other races: being large, strong, and very durable, as well as slightly stupid and easily amused by the thought of slaughter and looting, they are easily usable for such duties. Bugbears who transgress against their drow masters are relegated to slave status themselves, forced to work alongside the beings they once supervised."
- "Cambion", "Mozart MUD", "When a demon mates with a mortal female, the result is a cambion. The mother of a cambion never survives the birth, and the father has normally returned to his plane of origin long before; it is thus fortunate—or perhaps not—that cambions are immediately able to fend for themselves. The typical young cambion's diet of refuse and tunnel rats leaves him with a very bitter and hateful outlook, even by demonic standards."
- "Drow", "Mozart MUD", "The drow, or dark elves, are a race of evil schemers who dominate the Underdark and wage raids against the Surface realm. Once denizens of the Surface themselves in ages past, they fled to the depths of the world below after wars with the high elves and dwarves, whom they bitterly hate to this day. Within the Underdark, their city-states are divided against each other, some as political rivals for power and influence, and others by religion, for drow society is caught between two powerful and evil goddesses: Suryn the Malevolent, who rules over Aluhryn, and Lloth, who reigns supreme in Naes'zan Thablar."
- "Qurshan (Desert Elves)", "Lost Isles", "The Qurshan are basically human in height, with females averaging between 5’4” to 5’9” and males from 5’6” to 6’4.” Their skin is dark, from centuries and centuries of living in their harsh environment. The dark pigments in the skin help protect them from the sun’s terrible fury. Skin tones range from light brown to black, depending on which line of descent an individual comes from. Their skin is thick and tougher than human skin. Their ears are small, but sharply pointed, and their faces have very prominent bone structure. Eyes and hair also vary from light brown to black, depending on the bloodline of the individual. Their eyes are narrow, long, and slanted, beneath prominent brows, with thick, protective lashes. Their general physical stature is muscular and lithe, with long limbs and wide, flat feet."
- "Duergar", "Mozart MUD", "The duergar are similar to their Surface cousins, the dwarves, both being generally short, stocky, and durable. Known as grey dwarves for their stone-like coloring, duergar possess even greater stamina than Surface dwarves, and, while not as intelligent as their cousins, have a far greater ability with magic, though few become actual spell-casters. What dark magics they do possess are very potent and they best love using them against defenseless opponents. Like the dwarves, their nimble fingers and strong limbs make them master craftsmen in metals and stone."
- "Half-Orc", "Mozart MUD", "Orcs are unusually fecund and able to interbreed with almost anything. The offspring, whether orc-dwarf, orc-kobold, or orc-human, almost invariably favors the orcish parent; it is generally impossible to determine the specific ancestry of a half-orc from physical appearance alone. While not quite as tough as orcs, half-orcs are also usually not quite as stupid."
- "Half-Troll", "Mozart MUD", "Half-trolls are a fusion of troll and either orcish or human stock, bred by powerful evil masters to serve as slaves. Most are found in the Underdark, especially in the drow city-state of Aluhryn, although some are bred and dwell on the Surface in evil places such as Mordor. They are not a natural race by any means: trolls are not naturally cross-fertile with other species, and thus foul sorcery must be involved in half-troll breeding."
- "Kobold", "Mozart MUD", "Physically the smallest of the slave races of the Underdark, kobolds are lacking in strength and endurance and so are often abused or bullied by other slaves, particularly orcs and trolls, as well as by their drow and duergar masters. However, due to their small size, they are particularly dextrous and agile, matching the hairy hobbits of the Surface in fluidity of movement. Kobolds thus make good archers and assassins—styles of combat where they do not have to fight a larger enemy face-to-face."
- "Orc", "Mozart MUD", "Orcs are strong, endurant and very stupid, which makes them good slave soldiers or workers for the drow and duergar who rule the cities of the Underdark. More disciplined than most of the other slave races, orcs are less likely to rebel against their masters than kobolds or trolls, and often form the front line in the drow's ongoing fight against the svirfnebli, as well as in conflicts between drow cities and between drow and duergar. Orcs are found throughout the world of Mozart Mud, Surface and Underdark alike."
- "Troll", "Mozart MUD", "Trolls are the biggest, strongest, and toughest of all the Underdark races, but also the most mentally deficient, seriously lacking in both intelligence and wisdom. They are slaves of the drow, usually used as heavy laborers or as elite soldiers or guards. They are less disciplined than orcs, and can cause mayhem if they rebel against their masters, who usually have to use magic to keep them under control."
- "Svirfneblin", "Mozart MUD", "The svirfneblin race greatly resembles that of their close cousins, the gnomes. As the ancestral race from which the Surface gnomes separated, svirfnebli are taller (four feet) and heavier than their relatives, who adapted be able to better hide amongst bushes and other ground cover on the Surface of the world. Svirfnebli have a skin color which ranges from gray to brown, with hair of a brown, gray, or white (for those svirfnebli in advanced old age) color. It is quite common for the most aged members of the community to be bald. Their eyes are most commonly colored gray or gold, with only the occasional green or blue."







