MMORPG Races: A Long List, part 2

  1. Race name, Game name, Description of race
  2. "Hill Dwarf", "Legends of Karinth", "Much like their mountain cousins, the valley dwarves are a race of short, stocky people, sturdy and tough if not particularly swift. However the valley dwarves are tanned and lean, living in small villages nestled among the many deep forest valleys of their chosen home. They are a friendly and sociable race, if stubborn and fiercely independent. The valley dwarves have no king, nor do they want one; at most a village headman might organize volunteer patrols and settle civil disputes. Instead they remain a simple race of farmers and woodsmen, craftsmen and philosophers."
  3. "Mountain Dwarf", "Legends of Karinth", "The typical mountain dwarf stands between four and five feet tall, with broad shoulders, thick arms, and a barrel chest. Their features are as hard as the rock they carve, their skin bleached from a life spent underground. Their hair is almost invariably black, their eyes a pale, milky white that reflects their natural darkvision. Due to the inherent dangers of living below the earth, the mountain dwarves have become proficient warriors as well as armorers. Preferring hammers and picks for their dual usage, dwarven warriors are practiced hands at ambushes and sabotage, as likely to bring a cave wall crashing down on the heads of their foes as to engage them in combat."
  4. "Goblin", "Legends of Karinth", "Standing an average five foot tall, goblins are savage green skinned humanoids. Stark red eyes set broadly across the face hang below a thick brow that covers the entire forehead. Narrow cheek bones angle towards pursed lips and continue, to create a pointed green chin. A large, slightly hooked nose with thin nostrils sit upon the center of the goblins face giving goblins a heightened sense of smell. Two, large pointed ears with small tufts of hair sprouting from them sit either side of the goblins head and have the ability to twitch and react to sound."
  5. "Aoru", "Lost Isles", "The Aoru share basic stature and bone structure with the Cirath. They are a people of rounded angles and soft features, with high sloping foreheads, small fleshy noses and large almond-shaped eyes. In infancy, Cirath and Aorushian children are almost indistinguishable from one another, a fact that is not lost on either people in their mutual island habitation. The chief difference in appearance between the Aoru and the Cirath is the Aoru feature of being almost completely hairless. Indeed, the only hair they possess is a Mohawk-style mane of soft, frizzy fur that begins at the peak of the forehead and travels in a line down the back, ending at the base of the spine. These locks are earth-toned, and run the spectrum from the pale, sandy yellow to deep black. Skin color follows in ranges, with many varying into the deeper colors of the forest in which the Aoru live. "
  6. "Shadraken", "Legends of Karinth", "They resemble Elves in appearance. Their skin may be light, pale, tan or dark as any other elf. Their hair ranges from purest white to darkest black, and all shades in between. Their ears are significantly pointed at the top and, in the tradition of their less-nomadic kindred, may be highly decorated with gemstones, jewels, runes and tattoos. Their builds are somewhat lighter in frame than common Elves and the females tend to be taller."
  7. "Winderling", "Legends of Karinth", "Generally, they have bright blue eyes and pointy ears. A pale light seems to shine from within, their skin being almost translucent. Songs about their enchanting looks were sung in all the harbours later attended by the Tidewater. Despite their harmless appearance, they are very able to defend themselves if the need arises, since they are skilful magic users. Winderlings strive to maintain the balance of nature in the forests they inhabit. They are able to communicate with animals, having them do small errands or even letting them fight those who seek entry to the forest for foul purposes. The forest they protect is also the only source of the 'glass' material, a pale greenish-white crystal that springs out of the very ground. The crystals are the key to their magic, giving them the power to create life."
  8. "Giant", "Legends of Karinth", "The giants vary in height between 20 and 25 feet when fully grown. Some tribes have hairy males, with long beards of black or grey, whilst others have a tradition of large shaven faces. Their features are usually handsome, although the giantesses have faces which are rather too chubby for human tastes. Despite their great size, their proportions are similar to humans, who find their feet very large only because they are the nearest feature seen by most humans. Many speak of seeing the same giant within the land almost a full generation later, giving way to belief that giants live twice as long as humans."
  9. "Nymph", "New Worlds", " Nymphs could be considered the most magical of the races, having been brought into existence by magic itself. Nymphs stem from a number of backrounds: some make the forests their home, others come from the ocean, while still others claim a history from the mountains or plains. "
  10. "Lykos", "New Worlds", "Lykos are strong creatures most resembling wolves in appearance. Having come from a mix of elf and wolf back during the dark ages, the Lykos have power and cunning, and also understand a small bit of magic. "
  11. "Feline", "New Worlds", " Felines are humanoids, but have the sensuality, look, and grace of a cat. The feline's race came about when a mountain lion was born with magic abilities and the power of intelligent thought. Some have attributed this to the Great Chaotic War, but others say it was from stray magic of a powerful conflict between rival mages. "
  12. "Elf", "Adventures Unlimited", " Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are supurb mages and thieves, but have at best fair talent as warriors and priests. Elves resist charm spells most effectively, due to their magical nature."
  13. "Heishan Elf", "Adventures Unlimited", " Heishan elves originate in the Forbidden Wastes. They are both taller and darker than their sylvan cousins. The harsh environment of the wastes has taught them to survive in all conditions. These elves are accomplished desert warriors. Certain sects of the Heishans choose to follow the goddess Maeve and become dream walkers. Others choose to serve her as holy warriors or priests. They also have a talent for magic and have been known to hire themselves out as mercenaries (myrmidons) on occasion."
  14. "Pixie", "Adventures Unlimited", " Pixies are among the most intelligent and mischievous of the faerie kind. They dwell in idyllic woodlands harassing travellers with their pranks and tricks. Fun, Fun, Fun is the pixie mindset. Pixies look like two and a half foot tall elves with silver moth wings. Their talents often lie in their propensity for magic and the need for fun."
  15. "Quickling", "Adventures Unlimited", " Quicklings are short and thin elf like humanoids with incredibly high metabolisms. These beings are the quickest individuals in the Realm. Their disposition is such that other intelligent life are their playthings. The amusement of a quickling is often vicious and torturous behavior. Quicklings are vengeful and often hold grudges for their entire lifetime, complete humiliation is never enough for an enemy."
  16. "Tarushi (Giants)", "Lost Isles", "Giants are large in stature compared to humans, with females standing 7 feet to 7 feet, 4 inches tall, and males standing 7 feet, 6 inches to 7 feet, 10 inches tall. They have wide, broad chests, muscular arms, large, strong feet, and solid legs. They never seem to misstep or stumble. They have wide noses, strong jaws, and wide skulls. Their ears are very gently pointed, and they have long, dangling earlobes. Giants have a golden skin tone, which can vary between slightly fair, for those who spend more of their time indoors, to dark brown, for those who spend most of their time outdoors. The skin is smooth, with an extra layer of subcutaneous fat that helps insulate them against the freezing temperatures of their habitat. Their hair ranges from golden to brown tones to black, and is traditionally worn long. Long hair is a sign of honor and prestige, and giants are sometimes made to cut their hair as a form of punishment or dishonor. However, many giants who leave the mountains without blessing from the Elders cut their hair as a sign of disassociation from the Elders and their past."
  17. "Titan", "Adventures Unlimited", " Titans are the distant cousins of giants. They are often more civilized than giants and considerably more intelligent. The majority of titans originate in the Valley of the Titans. Titans often are skilled merchants and enjoy doing business outside of their valley in the other cities of Tharel. This trading often leads young titans to leave their valley and pursue lives as mages, clerics, warriors, and myrmidons."
  18. "Frost Giant", "Adventures Unlimited", " Frost giants, cousin to the giants of the lowlands, are not quite a large and definitely not as stupid as their brethren. Their height ranges from 8-11 feet and they are slightly slimmer than a lowland giant. Usually frost giant eyes are sky blue and their hair is silvery white. Frost giants have a love of knowledge and tend to pursue the knowledge of the world and magic although some lack the capacity to do too much in that arena and settle for life as a defender of the Pyrainn Mountain range where many make their homes."
  19. "Phiss", "Aeternity", "The Phiss are muscular and heavy boned and are basically humanoid in appearance. They are surprisingly lithe given their musculature and build. Physical coloring and features vary according to region and tribe. The known variations are frilled, sailed, and crested. Phiss’hrem have retractable frills on the side of their head. Phiss’ina have a retractable sail along the top of their spine. Phiss’ duns have double crests on their heads. Due to the phiss’dun’s plates, they cannot wear helmets, but are gifted with natural head protection. All phiss are scaled with soft underbellies and prehensile tails. Scale coloration is varied depending on lineage and locale. The common colors are brown, beige, green, or black. They often sport colorful stripes and spots in reds, blues, yellows, and purples. Color and pattern serve to identify lineage and individuals, as no two are identical. All phiss have solid black eyes and forked tongues that are either pink or black. The average male stands around 5’8’’, with the average female only slightly smaller, at 5’4’’. Weight for both sexes lies between 200 and 250 lbs, with females falling in the lighter ranges."
  20. "Manx", "Aeternity", "Manx are the progeny of a mix between big cats and humans. Manx are sleek and lithe, but well muscled. Appearance varies by subsept. They can walk on all fours or upright depending on situation and desire. They are agile and swift with an inherent grace rivaled only by the Sylvani and Elven races. Manx have the enviable ability to fit into the oddest spaces, and are able to contort themselves into positions that make less agile races cringe. There are six major subsepts or Prides for the manx. They rarely crossbreed, more because of internal Pride politics and attitude than because of an inability to do so. The Prides are based on lineage and coat color variations. A manx can instantly recognize the main Pride of another manx based solely on coat color. A Pride in the manx language is called a Shiranae or People. "
  21. "Giantkin", "Aeternity", "Extremely muscular and strong, the giantkin are the most physically imposing of races. Full-grown males stand an average of 8'5”, and females 7'6 ". Average weight is between 340-450 lbs., with females falling in the lighter ranges. Hair color ranges from white or silver to deepest black and all shades in between. Eye color varies from bright blue to dark brown or black. Skin tone can be anywhere from pale to ebony. The giantkin are extremely strong as well as surprisingly graceful and light of foot. The other races often consider them brutish, and their wide, muscular physiques do little to disillusion that myth. They can be fierce and protective, and will go to war readily when threatened. However, for the most part, they are a shy, gentle, and intelligent race with amazing memories. Giantkin are surprisingly quick on their feet, but hunting parties wishing stealth ought not let them speak as their booming voices do not accommodate whispers well."
  22. "Wohend", "Aeternity", "Wohend are a mix between human and wolf. Wohend are able to walk upright, but are just as comfortable on all fours. They have retained much of the human shape from their forebears, but are covered with a thick layer of fur over lean muscle and knees that bend backward for better running on all fours. Human incisors are pronounced, and they have bushy tails. Wohend do not favor layers of clothing, as those tend to be too restrictive and impractical. They will usually defer to loincloths or other garments of minimal coverage though, particularly in the company of any other race or when visiting the cities. Average male height is around 5'6 ", and average female height is 5'2 ". Weight for both sexes lies between 110-130 lbs. "
  23. "Occian", "Aeternity", "Occian have olive toned skin that spans a range of light to dark, the lightest being a warm sand color and the darkest being the muted green-black of jadeite. Hair hues are usually in contrast to the degree of skin pigmentation with light-skinned occian possessing black hair and dark-skinned occian crowned with softer brown tresses. Occian faces lack the sinuous lines of the other races. Instead, they are a series of rigidly set blunt angles and features. Their eyes are widely spaced above barely raised noses and thin-lipped mouths. The tight features of occian faces do not lend themselves to movement beyond the basic necessities for survival. Though their eyes blink, their nostrils flare and their lips move for speech, occian faces are primarily static in expression. Emotion and reaction are shown through the appearance of colored markings that manifest themselves on the body. The average height of occian males is 6’5”, and the average height of occian females 6’2”. Most of this height, on both males and females, is composed of limbs. The trunk of the body is short while the arms and legs are elongated, adding to the occian’s wiry appearance. Weight is mostly muscle; normal adults balance the scales between 160 and 190 pounds."
  24. "Ha'duir (Gray Elves)", "Aeternity", "Gray elves are slender and lithe, with full-grown heights averaging 5’6 " for males and 5’ for females, and weights averaging 150 lbs. for males and 120 lbs. for females. Gray elven hair color can be black, silver or white; their eye color can be silver or gray; and their skin color is always a lighter shade of gray. Gray elves possess an innate ability to assess and work with stone and earth. They also, as a group, show an incredible capacity for harmonizing and managing the flora and fauna surrounding their homesteads."
  25. "An'duim (High Elves)", "Aeternity", "High elves are the tallest of elvenkind, with full-grown heights averaging 5’8 " for males and 5’5 " for females, and weights averaging 150 lbs. for males and 100 lbs. for females. High elven hair color can be black, red, silver or white; their eye color can be blue, green, silver, gray or multi-hued; and their skin color runs from alabaster to a yellowish off-white. Like all elves, high elves have slender faces with regal features and pointed ears."
  26. "Il'tafei (Sea Elves)", "Aeternity", "Sea elves are uniquely adapted to living both in and out of water. While out of water, sea elves must replenish their strength by submerging in water at least once every seven days. They can live on land for extended periods, as long as they remain near a source of water. Their magic orients around water, with which they have a special affinity. Sea elves are well built and muscular for elves, with full-grown heights averaging 5'6 " for males and 5'3 " for females and weights averaging 140 lbs. for males and 100 lbs. for females. Sea elven hair color can be black, silver, green or deep blue. Their eye color can be gray or various shades of blue and green. Their skin color is a pale shade of either blue or green. Sea elves have webbed fingers and toes and visible gills running from their shoulder blades to their ears. Their ears are both larger and longer than those seen in other elves and the point of their ears is more dramatic."
  27. "Gadroku (Dwarves)", "Lost Isles", "Dwarves are generally shorter and stockier than humans. Females rarely grow over 4 feet tall, and males generally do not grow much taller. They have great strength, which is evident by their wide chests and muscular arms and legs. Dwarves have large, rounded ears, and excellent hearing, which allows them to navigate their dark, subterranean homes with more than just eyesight. The earlobes are also large, rather fatty, and are often decorated or adorned with big, sometimes elaborate earrings of precious metals and gems. Dwarves have broad faces, wide noses, small almond shaped eyes with heavy eyelids, and strong brows. "
  28. "Felas", "Remembering Saryn", " The essence of life, flowing freely through a living being. The Felas live deep within the Great Forests, tending the breathing trees and molding the spirit of vitality."
  29. "Fey", "Remembering Saryn", " The protectors of the Felas, the winged spirit of the El. Living on the edge of the sky to the murmur of the earth. The Fey are creatures of hope, guardians of life, and muses of inspiration."
  30. "Alumyn", "Remembering Saryn", " Human and Demon aligned. The Alumyn live in darkness, rage in hate gnashing until the day of repentance and revenge is fulfilled. Born from the fields of war and bred in the heat of prejudice."
  31. "Talendra", "Remembering Saryn", " Stretching from the blue, hazy sky to the blue, brilliant sea. The Talendra live in both, worshipping the creator of existence, the Holy One, the Creator of All. Wings in the air, fins in the sea, glory resounding."
  32. "Charumi", "Remembering Saryn", " The prideful, the vengeful warriors of the Desert. A blue oasis in burning sands, glittering in agility and quickness of mind. The Charumi live in crowded bazaars, quiet rustled alleys, and marble glazed palaces, onward in the glancing sun."
  33. "Titan", "Remembering Saryn", " The Builders of the Verse settled in peace upon the gentle slopes of the Amberwinds. The Titans glower with strength and whisper in gentleness. They live for a time when the gift is needed once more."
  34. "M'mau", "Remembering Saryn", " The Mountain Men of the Seven Valleys, the Seven Tribes. Formed from the Veil and cast down in wrathful, godsent anger. Shining in darkness, yielding a forgotten light."
  35. "Kinnir", "Remembering Saryn", " "I hear the grass sing, see the earth dance, feel the beat of the sun. " The Kinnir, the women of physicality -beauty and strength- feed the grasslands and cry to the heavens in harmony for redemption and love."
  36. "Graelian", "Remembering Saryn", " The light of the Prime, bathed in darkness. The Graelian, unkempt in beauty but radiant in spirit. Restorers of the Verse and Veil. "
  37. "Duman", "Remembering Saryn", " The ancient Alfar and the Prime in one. Zealots upon their name, the Duman forge power in the weak and temper weakness in the powerful. Duman, the proud, the defiant, the weaponmasters of Stonehold."
  38. "Naktul", "Lost Isles", "The Naktul are a slight people, the tallest among them barely clearing five feet. Women are lithe and willowy, and men are stocky and barrel-chested. These norms are regarded in degrees of purity – the Naktul have several “points” of purity, and each physical trait is measured in relation to how close to pure it is. The more pure a Naktul in features, the higher they are regarded. "
  39. "River-Faun", "Sharune", "River-Fauns are humanoids that possess the hind legs of a horse and large pointed ears. Their facial features resemble that of a humans except for their wide goat-like nose. They build their homes close to rivers and they love to sing and play music while sitting by the water. They are superiour swimmers and they can breathe water and air equally well. Their upper body is sparsely covered with light blue scales that glitters beautifully in the sun. River-Fauns project a soft aura that makes them appear magically beautiful and they are rumoured to possess a mysterious charming ability."
  40. "Mindtearer", "Sharune", "Mindtearers are a strange magical race that live on the nexus plane. Being a race born of magic they have high empathy. Spells are known to sometimes flow around a mindtearer, just as physical attacks sometimes pass through them. Mindtearers are able to bend reality to their will, and can cause amazing things to happen."
  41. "Raukburhrum", "Sharune", "The Raukburhrum ('rawk-burrum', both singular and plural) are a race of large creatures with the body of a human and the head of a hog. Males range in hight between 200 to 240 cm, female Raukburhrum are slightly shorter. Raukburhrum possess an incredibly powerful frame and are more than a match in strength and stamina to most races in Sharune. Their sensitive snouts grants them a sense of smell far superior that of a trained bloodhound. An old saying states; "don't ever try to sneak up on a Raukburhrum unless you've washed yourself real good "."
  42. "Mujuon", "Sharune", "Mujuons are often referred to as "Windwalkers " or simply "Bird Men ". The latter has more truth to it than onemight think. The Mujuon race does in fact have several things in common withtheir airborn brethren. The most obvious is of course the majestic wings,ranging in width between eight and an astonishing twelve metres. Their eyes arelarge and pitch black and their noses carry a slight resemblence to a beak. There is however more to them than meets the eye. The bones of a Mujuon are nothard and solid like the ones of a human. Instead they are hollow and quite bendable (to a certain degree that is), rather like bird-bones. Mujuons are generally taller than humans. This is due to their long, slender legs. In contrast to most other races Mujuon women are equal to the men in height. Their facial features are pleasant and statuesque with high cheekbones and distinct jaw-lines."
  43. "Northman", "Sharune", "Northmen are large humans who live in the icy mountains on northern Envaris. Often refered to as Barbarians, northmen are not as smart as other humans, A northman who is considered smart usually goes on to being a Shaman. Living in the snow like they do Northman have adapted to living in any element or weather. Northmen live in large tribes and very rarely wander into the lands of other humans."
  44. "Swamp Troll", "Sharune", "Swamp Trolls are large ugly creatures, they are known for their strength and they have great constitution. Swamp Trolls are usually extremely stupid creatures who live in swampy marshlands. They have amazing regeneration abilities, wounds that would kill a normal creature heal in seconds on a swamp troll. Their hide is thick, and its almost impossible to make a swamp troll bleed to death."
  45. "Cave Troll", "Sharune", "Cave Trolls are large brutish creatures who dwell in the Ogre Kingdoms. They have unatural strength and good constitution. They are extremely dumb, and due to their large bodies they aren't that agile. Their skin is as hard as stone, and they can digest almost anything. Almost no door or gate can stand in their way when they decide to get past it."
  46. "Deep Dwarf", "Sharune", "In the early days when the bowels of the world were still uncharted territory all dwarves lived in unison in the highlands of what was to become the kingdom of Envaris. Though rumors had begun to spread of riches beyond belief waiting to be harvested from the unknown underword in the east. Most dwarves thought it best not to seek their fortune in this savage land as corruption had already spread widely in these parts. Despite the warnings of their elders a group of young fame-seeking dwarves decided to explore and claim the rich new world for their own. Many of the other young men and women were tempted to join the adventurous undertaking and shortly after that wagons were rolling eastward into the vast ranges of the Dragonmaw. Noone knows exactly what then happened to but whatever it was it twisted them into vile creatures of darkness and shadows. The Deep-Dwarves had been born."
  47. "Sphoranxun", "Sharune", "It is well known that humans often like to make their own names for other races, mainly because they do not care to learn the actual names or find them hard to remember. It has therefore come to pass that the fire breathing Sphoraxuns in the mouths of man have come to be called simply 'the dragon men'. They are of course not even closely related to the magnificent dragons, but it is easy to see why it has become a common notion that they are. The Sphoraxuns are large reptilian humanoids with a rough scaly skin and a long powerful tail. The males and females look practically identical to an untrained eye and the gender rolls are also totally equal."
  48. "Shaeroka", "Sharune", "Shaerokas are a human sized, highly intelligent lizard-people that inhabit the deep jungles of Sharunes south-eastern parts. Although naturally bipedal, a Shaeroka sometimes tends to use both arms and legs to move around. This mode of transportation is most common when they move through the trees which they often do as they are excellent climbers. The Shaerokan anatomy has had many esteemed biologists scratching their scalps. Their soft skin has the ability to immitate the background to such an extent that it renders the creature invisible even to the keenest of eyes. The long digits have a number of small suction cups on them which gives Shaerokas a supreme grip. Needless to say a Shaeroka fighter dropping his weapon is unheard of."
  49. "Tshahark", "Geas", " Once they were humans, but during a cruel war ages ago, when the allied races had been nearly defeated by a strange race, some mages tried to create a new creature that would possibly be the last chance for humanity to survive. So they started a magic ritual with the aim of creating a new race, that could withstand the threat and help mankind to overcome the insects. The result was the tshahark, who are the mightiest fighters in this realm. They are a combination of saurians and humans. Their saurian blood gives them strength and endurance while their human blood makes them somewhat (but not very) intelligent. "
  50. "Arachnox", "Sharune", "Arachnoxes are large creatures with the head and torso of a human, and the lower boy of a hairy spider. They are extremely strong, and have great constitution. They are usually clumsy, and really aren't that smart. They can see equally good in both daylight and darkness. They excell in the art of hiding, and easily blend in with their enviroment. They can also weave walls that paralyze anything that comes in contact with them."
  51. "Dark Elf", "Sharune", "Dark elves are the evil cousins of the envarian elves. The dark elves live deep within the blackwoods where their capital 'Khaztrazen' is located. Like the envarian elves the dark elves are immortal, thus they can only die from violence and not from old age. Dark elves are known all over the world, or rather "feared ", for they are cruel, wicked, and VERY evil. They find pleasure in death and pain, in torture and the worship of dragons. Everyone, even orcs are afraid of venturing into the blackwoods, for it is well known that those not of dark elvenkind that enter will never return."
  52. "Angel", "Ages of Despair", "A flying race of humanoids. Angels are highly intelligent and possess a superb aptitude for magic, though they are highly adaptable, and may excel in the fighting or healing arts as well. Their inherent lawful tendencies preclude their becoming rogues."
  53. "Demon", "Ages of Despair", "A member of any of the races created by a Lord of Chaos, usually taken to mean a particular race of dark-skinned, leathery-winged beings created by the demon prince, Ba'al. Demons have tough hide that is difficult to pierce, and their digits are tipped with long nails. They are highly intelligent creatures who are much stronger and quicker than humans. Demons have a natural tendency towards cruelty, and they need to feed continually on blood in order to maintain their strength. Demons are highly magical, and may become formidable spellcasters, but they learn new things very slowly, as they have difficulty keeping their attention focussed on anything besides torture and inflicting pain on others."
  54. "Gargoyle", "Ages of Despair", "Gargoyles are a race of sinister-looking, winged beasts with forked tails and sharp claws. It is unknown how long gargoyles have existed on earth, since they do not have a written language, per se, and they are very protective about their folklore. It is speculated in certain circles that the ancient race were formed by the drow mystic, Asadanril, to assist in a war long since forgotten. Whatever the motivation, gargoyles are silent, brooding folk with a deep-seeded malevolence that surfaces when they fight. Their unparalleled agility and great strength and resilience make them well suited for combat."
  55. "Irda", "Ages of Despair", "The irda are the true ogres before they were defiled and corrupted. They are intensily beautiful and magic runs through their viens, like blood through most others. They grow straighter and taller then normal ogres. They do not care about humanity and could care less what happens to the world. They are also known for living long lives."
  56. "Merfolk", "Ages of Despair", "Merfolk are a race of aquatic beings whose blue skins are covered with silvery scales. Mermen spend most of their time underwater, where their unique gill systems allow them to extract oxygen from the water in order to stay beneath the surface for hours at a time. Mermen tend to be found in communities located on shallow ocean shelves, or in reef systems. They have vestigal legs and feet, and can move about adequately on land, but they need to return to the water periodically in order to keep their skins from drying out. Mermen are highly intelligent, but they possess no great physical strength, since they are generally accustomed to having a portion of their weight supported by the water. Mermen learn new things very rapidly."
  57. "Skaven", "Ages of Despair", "Skaven, known to some as Quicklings, are a pale-skinned race of chaotic beings who live their lives in a state of permanent hyperactivity. Skaven have short lifespans, in accordance with the addage, "The candle that burns brightest burns quickest. " Skaven make excellent thieves, where their agility is a boon. Skaven warriors prefer to wield skeans with brightly colored silks tied to the pommels, serving to distract their foes from the true positions of their blades. Skaven have some difficulty learning new things."
  58. "Apeman", "Ages of Despair", "Apemen have been called "the missing link " by some, however they are actually an ape-like race who have evolved in parallel with humankind. Apemen are very strong, however the lack of an opposing thumb has left them with marginal agility."
  59. "Draconian", "Ages of Despair", "Draconians are a bipedal race of beings spawned from shapeshifted dragons and humans. The union was not perfect, so the resulting race is exceedingly intelligent, but physically very weak. Draconians make excellent spellcasters, but lack the resiliance to become proper fighters. Their heavy claws and lumbering gaits hamper any attempts at thievery."
  60. "Darkelf", "Geas", " Not really a separate race by biological standards, they are nevertheless considered to be a sub-species of common elves due to their insular society and alien culture. Darkelves are not born as such, but are elves who turn away from the "good " gods and worship either Lilith or Sathonys. Not really distinguishable otherwise from an elf, darkelves tend to have paler skin due to their increased nightly activity. Shunned by the rest of elven society, darkelves are outcasts and hunted in most areas with stable governments and firm laws. It is unknown where the rituals are being held which turn an elf into this sinister creature, but rumours speak of an old temple within the area of Eal-Deliah, the ruined, ancient home of Elvenkind. "
  61. "Kender", "Ages of Despair", " "As klepto as a Kender, " is a common saying among any who have spent time among Kender, and indeed this reputation is well deserved. Kender make legendary thieves, and nothing that isn't tied down, locked inside a chest, and the chest sat on by an ogre, is safe from the sticky fingers of a Kender. Kender features are more elfin than other shortfolk, suggesting that they have a slightly different genetic heritage. Kender wear their brown or blonde hair tied into intricate topknots. Some would argue that Kender actions are not criminal, per se, but rather that Kender have difficulty comprehending the concept of "ownership ". Whatever the origin of their behavior, Kender often find themselves distrusted and avoided. Kenders learn things moderately quickly, however they sometimes have difficulty concentrating."
  62. "Tabaxi", "Ages of Despair", "The tabaxi (or cat-men, as they are known to most humans) are a race of intelligent feline humanoids which inhabit the far reaches of tropical jungles, avoiding both humans and sapient non humans. They live in small prides of 2-8 members, each pride roaming a large territory and rarely having anything to do with other prides. The cat-men are tall and lithe and move with the smooth easy grace of cats. Their fine fur is tawny and striped with black, in a pattern similar to that of a tiger. They wear no clothing and have slit-pupilled greenish-yellow colored eyes. Their claws also have sharp retractable claws which make them a skilled climbers."
  63. "Dunadan", "Ages of Despair", "The Dunadan are an ancient race, much akin to humans, but commonly larger in stature and with darker complexion. They are heartier and longer lived than humans, but because of their longer lives, few worldly experiences are new to them."
  64. "Githyanki", "Ages of Despair", "Githyanki are an ancient race descended from humans. They are strongly humanoid in appearance, and are approximately of human height but tend to be much more gaunt and long of limb. They have rough, yellow skin and gleaming black eyes that instantly betray their in- humanness. Lime many demihuman races, their ears have sharp points and are serrated at the back. Githyanki are exceptionally wise and intelligent, but slightly less physical than humans. They tend to make excellent spellcasters, although they learn things fairly slow."
  65. "Kitsune", "Ages of Despair", "The Kitsune, a race of magical, humanoid foxes, are a paradoxal race. Some are so shy as to never show their face, while others are so social they are almost rude. However, like elves, kitsune are lovers of fine arts and admirers of those that can create it. Preferring entertaining over combat themselves, they are often at the local tavern, the social ones anyway, letting their spectacular illusionary magicks both dazzle and entertain the crowd around them. Another paradoxical fact of this race is that, as a kitsune ages and becomes more skilled, they begin to grow additional tails to the first. Whether these tails are, in fact, real or they are simply illusionary, is unknown, and the kitsune are not telling."
  66. "Treant", "Ages of Despair", "Treants, sometimes called ents, are semi- intelligent creatures that resemble large trees. They have enormous lifespans, reaching centuries or more. They do not have a well defined conscious state, however, and so they spend their long lives in a sort of light slumber. Treants are thought by many to be quite stupid, but this is only because they generally ignore most anything that doesn't affect them directly (such as a woodsman with an axe). Treants are susceptible to, and quite terrified of, fire, and will rouse from their slumber whenever they see glowing embers. Treants are very resilient, and make adequate fighters. They learn new things quite slowly."
  67. "Cyclops", "Ages of Despair", "Cyclopses are a race of giants who have only one eye in the middle of their foreheads. Cyclopses are simple folks, generally living as herdsmen or farmers, although some have been known to swing a club in defense of causes simple enough for them to grasp--such as getting more food for their bellies or more change in their purses."
  68. "Faerie", "Ages of Despair", "Faerie is actually a term referring to pixies, faeries, sprites, and other similar magical creatures. Faeries are very tiny, and generally fly from place to place. They are weak, physicaly, and they cannot withstand much of a blow without their fragile wings getting injured. Faeries are giants intellectually, however, and they are able to master even the most complicated of magic spells. Not much is known of faerie culture, since they are a reclusive lot, preferring not to mix with the likes of humankind. Faeries are flighty, and cannot concentrate on one thing for more than a few moments, causing them to learn new things slowly."
  69. "Castori", "Otherspace", " Bear-like psionic engineers and scientists, native to the home trees of their heavily forested world. They are fond of sweets, as well as the thrill of the hunt. Inventors of the instantaneous teleportal that makes getting around the known worlds much easier. Once unable to travel on FTL ships due to their sensitive neural makeup, Castori are adorned at an early age with an Akripan crown that fuses with their skull and grows with them."
  70. "Centauran", "Otherspace", "Once known as strict pacifists, these crystalline jellyfish-like beings have shown their capacity for hostility. Those of the homeworld are suspicious of the unenlightened rest of the galaxy, but curious enough to send researchers snooping around from time to time. Lovers of order and learning, they use their powerful telepathic talents to form a tightly-knit society. Natural abilities of self-levitation and glass-spinning make fantastic architectural works possible, and a three hundred and sixty degree visual field facilitates their powers of observation."