Races Available on Alsherok

These are the races that make up the selectable choices for players to develop their adventurers. Each race is different in its own uniquely special way.



Available Races Stat Modifiers
Str Dex Wis Int Con Cha Lck
Racial Abilities Racial Bonuses
Hp Mana
Human  0   0   0   0   0   0   0 None     0        0
High Elf -1   2   0   1  -1   1   0  Infravision    -2      10
Dwarf 1   0   1   0   2  -1   0 Infravision     6       -6
Halfling -2   2  -1   0   1   0   3 Infravision    -3      10
Pixie -4   3   0   2  -2   3   0 Flying    -4      40
Half-Ogre 3  -2  -1  -2   3  -4  0 Infravision     5       -8
Half-Orc 1   0  -2  -1   2  -4  0 Infravision     6       -9
Half-Troll 2  -2  -2  -1   4  -5  0 Infravision     7       -9
Half-Elf -1   1   0    1  -1   1  0 Infravision     3        3
Gith 1   2   -1   1  -2  -5  1 Detect Invis     4       20
Minotaur  2   0    0  -3   2  -3  0 Infravision     7      -10
Duergar 1   0   -1  -1   2  -2  0 Det. Hidden     6       -6
Centaur 0   2    2  -2   0  -2  0 None     5        5
Drow -2   3    0   2  -2  -2  1 Infravision    -3       12
Wild Elf  2   2   -1  -3   1   0  0 Infravision     5       -5
Gnome -2   1    2   2  -2  -1  1 Infravision    -3       18
Iguanadon 2   1   -3  -2   1  -2  0 Aqua Breath     2        0 
Insectoid 0   1    1  -1    0  -2 -1 None     5      -30
Sahuagin 0   2    0    1   -1  -2  0 Aqua Breath     5       10
       

Stat modifiers denote the ability point bonus/penalty which that race gets.
St = Strength De = Dexterity Wi = Wisdom In = Intelligence Co = Constitution Ch = Charisma Lk = Luck




The Humans

Humans are the most common and numerous of the races. This however makes them no less interesting. They possess no special abilities or bonuses, but also have no penalties. Because of this, Humans are the most adaptable of all the other races. They can assume and often excel at a variety of roles. Humans also live very exciting lives. Because of their relatively short lifespans, they tend to do as much adventuring as they can, accomplishing much in their lives. Humans also have a range of personalities and values, such that no two humans behave exactly alike. All in all, humans are a very exciting and lively race.

Humans are bipedal beings, boasting two arms, two legs and a roundish head. Amazingly, Humans have a strange tendency to look very different from each other. Difference in skin coloring, size, hair and eye color, speech and facial features are among the things that distinguishes one human from another.

Allowed Classes Mage Cleric Rogue Warrior Necromancer Druid
Ranger Monk Antipaladin Paladin Bard
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The Dwarves

The Dwarves are relatively short compared to most of the other races, stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally as well for their hardiness as for their cantankerous personalities. They are also rather stubborn, preferring to charge headlong into a fight rather than consider better alternatives. Nothing compares to the fury of a Dwarf in battle. Their thick, muscular and stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most renowned fighters. Second to their love for battle is the fact that the Dwarves covet all precious metals and gems. They are excellent at finding these metals deep in underground mines and are masters when it comes to forging things with the use of these metals. Dwarves are also somewhat resistant to poison and magic. They dislike all magic use and magical items with the exception of enchanted weapons and armor. The only exceptions to this are the Dwarven Clerics. They also possess the inherent ability to see in the dark and are fairly resistant to deadly poisons. Besides being able to be Rogues, the Dwarves make the best Warriors and Clerics.

Dwarves average from four foot five inches and five feet tall, with dusky complexions and thick, hairy torsos and limbs. Both men and women take pride in their facial hair.

Allowed Classes Cleric Rogue Warrior
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The High Elves

Tall, slender creatures with a spiritual affinity for nature and magic. High Elves are distant cousins to the Pixies and share the intelligence and dexterity of that winged race to a lesser degree. Most High Elves are regal and aloof from the other races as they perceive themselves to be the first mortal beings in the world. A contemplative and patient race, the High Elves are amongst the longest lived races in the land with lives spanning centuries. Almost all High Elves dabble in magic, some even do it unknowingly. Those that dedicate their lives to the pursuit of magical arts live to become very powerful magic users. Most High Elves work on the side of goodness, travelling throughout the land to right the wrongs and to vanquish evil creatures. However, there are those High Elves that have been seduced by darker arts and are seen as outcasts to the Elven race. Because of their affinity, the Elves have the inherent ability to resist magical sleep or charming. They also have the ability to see in the dark. High Elven adventurers have the capability to become any class except Necromancers, Monks, Paladins and Anti-Paladins, though they function best in their element and many prefer to be Mages, Druids or Rangers.

The average High Elf stands taller than most Humans, being well over six feet tall. most have fair skin and long, straight hair. They are uncannily graceful and have beautiful, delicate features. The most distinctive feature about High Elves is their pointed ears.

Allowed Classes Mage Cleric Rogue Warrior Druid Ranger Bard
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The Halflings

Short, chubby and very mischievous, the Halfling is among the most fun-loving races in the land. The Halflings are known notoriously for their light-fingered thieving abilities and their hearty appetites. No Halfling has ever turned down a meal. A joyful and happy race, they almost always work for the side of goodness or neutrality. Very rarely does one encounter an evil Halfling, but one or two rogues have been known to exist. Halfling adventurers tend not to dabble in the magical arts of spellcasting although they do covet magically enchanted trinkets. Because of this, they prefer to spend their lives exploring and visiting new places rather than studying tomes of magic. All of the Halflings found in the world come from the City of Bywater where they live until the lust for adventure overtakes them. Few Halflings decide to stay in the city without going on an adventure or two. Many Halflings choose the path of the Rogue, for which their stealthy footstep and nimble fingers serve them well. This dexterity coupled with a surprising fearlessness makes them a ferocious opponent. Halflings can also choose to pursue the life of a Cleric, a Warrior or a Bard.

Allowed Classes Cleric Rogue Warrior Bard
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The Pixies

Pixies resemble small Elfin creatures with thin gossamer wings. They are well characterised with their tinkling laughter and their ability to fly about like a dragonfly. Though they are much more intelligent than the other races, their concentration is very rarely focused on anything for a period of time. When talking to a Pixie, one gets easily frustrated at the tendency of Pixies to drift off the subject. Most Pixies prefer to be with others of their race and hence very rarely form long lasting relationships with members of the other races. Pixies are a very spiritual race, often spending long times in the forest and close to nature. They enjoy dancing and singing and mischievous pranks on unsuspecting victims. As with the Elves, Pixies have a natural affinity for magic and nature. They are also resistant to the effects of magical sleep or charming. Because of their small size, the Pixie often chooses the calling of magic or thievery. Most Pixies are good or neutral aligned although those of a darker vein will pursue forbidden arts. Pixie adventurers can also become Rangers, Clerics and Druids.

Allowed Classes Mage Cleric Rogue Druid Ranger
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The Half-Ogres

Half-Ogres are the result of coupling between neanderthal-like Ogre with other races. Half-Ogres combine the physical strength of pure Ogres with the attributes of another race to form a ferocious and extremely war-like race. Usually standing from six to nine feet in height and packed with rippling muscles, they possess great skill in battle, enabling this race to thrive in battle. Half-Ogres never settle down in communities, most preferring to join moving war tribes and pillage what they need from the other races. Some however do travel alone in the world, seeking to spread chaos and death. Half-Ogres tend to also be dim-witted and can be outsmarted by most other races. However they usually get their own back using brute strength and crude, direct tactics. They don't shun away from fights except when hopelessly overpowered and often engage in battle to establish superiority, even within their own tribes. Perhaps the only thing which strikes fear into a Half-Ogre's heart is the use of magic, simply because they do not understand it. A powerful frame coupled with the ability to see in the dark, the Half-Ogre is a natural born Warrior and can specialise only in that and the Cleric class. Most of their race love to wield huge weapons that can crush bones in a single blow such as clubs, battle axes, sledgehammers and large tridents.

Half-Ogres usually come in skin colors ranging from an orangy tinge to a greenish hue. The torso and limbs of many Half-Ogres are commonly covered in small, bony, armor-like growths which protect them from attacks. Most are relatively hairless, with disproportional limbs and bent, muscular legs, giving many a stooping appearance. Some Half-Ogres wear a necklace made out of their victims' ears and sport gruesome tattoos to show off their battle prowess.

Allowed Classes Cleric Warrior
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The Half-Orcs

With the mingling of Orcish and Human blood arising in the darker areas of the land, members of this half-blooded race are steadily becoming more common throughout the land. Conventionally, the Half-Orcs are assumed to appear and behave distinctly more Orcish than Human. Large and dull of wit, with short but broad bodies, their poor mental and physical dexterity is offset by an iron constitution. And indeed for most cases, this is true. However some Half-Orcs do appear pleasing to the Human eye, depending on the percentages of Human blood in them. Some even manage appear Human and those that do, attempt to conceal their Orcish parentage. Regardless of how well they blend in to civilised communities, Half-Orcs are always characterised by their broad, muscular bodies, a slightly pig-like nose, lack of facial hair and sharp fang-like incisors which are sometimes as prominent as tusks depending on the Half-Orc in question.

A misunderstood race, all Half-Orcs are loners, especially those that don't pursue the ways of evil. Some have been known to be great heroic champions, their strength and fighting skills honed to a superb edge. One should beware a Half-Orc for they are also known for their quick tempers. Because they favour brute strength over mental challenges, most Half-Orcs aspire the be renowned Warriors or ruthless Rogues. Besides this, some Half-Orcs have also been known to delve into the Cleric class. All Half-Orcs have the ability of Infravision.

Allowed Classes Cleric Rogue Warrior
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The Half-Trolls

Resulting from the mix of Trollish parenthood with that of another race, the Half-Troll is as deadly and hideous as its origins. Though smaller than full-blooded Trolls, the Half-Troll is no less cunning and resourceful. The Half-Troll usually stands well over eight feet in height and weights over three hundred pounds. A well-muscled frame coupled with a smaller, when compared with full-blooded Trolls, more dextrous frame makes this race not to be trifled with. They also have a very high constitution such that they have an increased health regeneration rate and are resistant to all forms of virulent poisons. Their greatest fear however is fire, which is the bane of all Troll-kind. Half-Trolls are very rare in the lands for most are reviled and attacked on sight. Almost all have the nature to follow the tenets of evil, often gathering with their own kind and launching barbaric raids against the other races in the land. Even the Orcish and Ogre kind are not safe from Half-Trolls though they sometimes form alliances to plunder goodly races' settlements. As expected, all Half-Trolls are excellent Warriors and Clerics.

Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-Troll ranges from a charcoal grey to a deep, blackish green. Half-Trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect. They also enjoy making sport of their victims, often toying with helpless enemies before torturing them to death and then eating their raw flesh.

Allowed Classes Cleric Warrior
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The Half-Elves

A mixing of Human and Elven blood, these attractive creatures are neither as intelligent as full-blood Elves, nor as hardy as full-blood Humans. It would seem that this race has also inherited the behavioural characteristics of both the Humans and the Elves. They are known to be as stubborn and headstrong as the Humans and as graceful the Elves. A common trait among Half-Elves is their warm and friendly personality towards all races with the exception of the evil races. This comes mainly from the fact that they understand the disdain and discrimination which some of the more old fashioned High-Elves show towards them and hence they try their best not to follow in the narrow minded High-Elves' foolish ways. Half-Elven adventurers serve the best in classes which require a good mix of mental and physical dexterity without demanding superiority in either. This trait makes them excellent Warriors, Bards and Rogues. They can also endeavour to become any class besides the Paladin, Anti-Paladin, Monk, Druid or Ranger. Also inherited from their Elven blood is the ability to see in the dark using infravision.

Though not as tall as the pure blooded Elf, a Half-Elf is a relatively tall creature ranging from five foot five inches to six foot five inches. The males have a generally more muscular build than pure blooded Elves and the females are usually more attractive than the average Humans. This serves them well in the adventuring lifestyle. They also sometimes sport partially shaved beards. As with all Elfin related races, the Half-Elves also have pointed ears.

Allowed Classes Warrior Mage Necromancer Cleric Rogue Bard
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The Gith

The Gith are an ancient race descended from Humans. Once, long ago, they were a peaceful civilisation of Humans that were captured by Mind-Flayers and tormented for centuries. They were used by the Mind-Flayers as unwilling mind-controlled slaves. Many were killed as the ruthless Mind-Flayers used them for warring with the other races as the Mind-Flayers themselves were physically weak and only relied on their tremendous mental powers to overcome obstacles. Eventually, a saviour named Gith led them to freedom, yet their bodies had been flayed by the mental powers of their Illithid masters. The Gith found themselves stronger, quicker, luckier and smarter than the average Humans, yet they had lost much of their faith, wisdom, stamina and charisma. They also discovered that they had the natural ability to resist all forms of magically induced charming and sleep and they could also detect all types invisible enchantments. Perhaps because of their long-term contact with the mental powers of the Illithids, the Gith have acquired some powers of the mind. Because of this, most Gith specialise in the arts of the Mage. They can also become Warriors, Necromancers, Clerics, or Rogues.

The Gith have yellowed skin and are very long of limb. Sunken eyes peer from pale sockets, unblinking and rarely betraying a hint of emotion. The Gith race has split into three distinct groups recently. The good, the Githzerai, the selfish neutral, the Pirates of Gith and the evil, the Githyanki.

Allowed Classes Warrior Mage Necromancer Cleric Rogue
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The Minotaurs

Tall, powerfully strong creatures who enjoy the life of the seafarer. The Minotaurs are a race famed for their unyielding bravery and sense of honor. Standing usually over six feet in height, the Minotaur is easily identified for it has the head of a bull and the body of a humanoid. Gruff and short tempered, they prefer to travel alone or only with others of their own kind. Minotaur adventurers have one aim in life, to seek out new challenges and best them. Because of their impatient and practical natures, Minotaurs prefer to put their effort and time into learning survival skills rather than scholarly skills. Thus they are viewed as less intelligent than most other races. However when in battle, few come close to the sheer ferocity and determination of a Minotaur. Nearly all Minotaurs view magic with disdain as they see it as a weakling's art. To them, reliance on an outside power is cowardly compared to relying on one's physical skills. Thus with the exception of the Clerics in their race, Minotaurs do not dabble in magic. Oddly, when they are not fighting with each other, Minotaurs and Dwarves make good company as they are very alike in mind. The Minotaur is capable in the Warrior and Cleric classes. They also have the ability to see in the dark.

The average Minotaur stands taller than most races. Most have either a reddish brown or a stony-grey colored skin. A pair of long, sharp horns grow from atop their muscled heads which they use for goring their opponents. Minotaurs are relatively hairless and usually prefer to wear very little clothing and armor.

Allowed Classes Warrior Cleric
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The Duergar

Duergar, or the Dark Dwarves, resemble their Dwarven cousins in most aspects. As with the Dwarves, the Duergar are short, stocky and extremely hardy creatures. Unlike their friendlier cousins, the Duergar are much more sly and cunning, almost always preferring to use underhanded fighting techniques such as poisoning, crippling and blinding attacks. All Dwarves and Duergar are blood-adversaries, and will attack each other on sight with a ruthlessness that is second only to the Drow. The Duergar have the reputation of being one of the most feared races in the land, not only for their bloodthirsty nature but also for their expertise in assassination. Their thick, muscular frames coupled with their short stature give them poor dexterity, but high stamina and strength give them the edge needed in their element. The prime aims of the Duergar is to conquer and expand their holdings. As with the Dwarves, they covet precious metals and gems but unlike their cousins, they also seek out valuable magical treasures. Because of their dark dealings with the forces of evil, all dark dwarves have an innate resistance against draining spells. They also possess the inherent ability to see all that is hidden from normal view. Duergar adventurers make excellent Rogues, Clerics and Warriors.

Duergar average from four foot five inches and five feet tall, with pale white complexions and thick, hairy torsos and limbs. Their eyes come in a range of colors, most usually red or purple. Unlike the Dwarves however, the Duergar do not put much emphasis on growing beards.

Allowed Classes Warrior Cleric Rogue
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The Centaurs

With the upper body of a Human and the lower body of a horse, Centaurs are among the most intriguing of all the races. Secretive and mysterious creatures with an affinity for nature and the element of wind, they roam the lands as adventurers or caretakers of nature. Hence, members of this mellow tempered race prefer to avoid cities and heavily populated settlements. It is not really known if there are any such things as Centaur settlements as none have been observed, though there are many rumors of a secret Centaur forest. With well muscled torsos and four powerful legs like that of the horse, Centaurs are extremely dextrous and can outrun anything travelling on land. However, since they are such a solitary race, their lack of contact with those of other races impacts on their charisma and their knowledge of the technologies in the land. As they are so close to nature, very rarely does one find a Centaur on the side of evil. Most prefer to follow the ways of neutrality. Centaurs are masters of archery, their skills with the bow legendary even among the Elven kind. Thus, most Centaurs strive to be protectors of nature as Druids and Rangers. They are also able to take up the Warrior or Cleric classes.

Centaurs stand anywhere between five foot four inches to six feet tall with long flowing hair. Their upper torsos appear in all ways to be Human-like while their lower bodies resemble that of horses. They have four powerful legs and they can use both their hind legs and forelegs to deliver crushing kicks to their opponents. When encountering a Centaur, never ever ask to ride on them for this is a grave insult to their kind.

Allowed Classes Warrior Ranger Cleric Druid
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The Drow

Drow, the Dark Elves, dwell in the deepest caverns below the surface far away from the light of the sun. Obsidian-skinned kin to the Elves, this fell race has won mastery over magic and a cruel reputation. Masters of subtle treachery and stealth, they cannot even be trusted by those of their own kind. They are a race wholly dedicated to the tenets of evil and will mercilessly slaughter those that get in their way. They especially hate their surface dwelling cousins. Although they are physically weaker than the surface Elves, the Drow more than make up for their lack of strength with their uncanny agility and stunning intelligence. This mental readiness gives them a deadly intellectual edge over most creatures. They are whispered to be even more talented in magic than their High-Elven cousins. As race that has lived in darkness for centuries on end, the Drow learn to use shadows for expert concealment from prying eyes. Unlike any other known race, the Drow follow a matriarchal hierarchy. Drow females tend to have more power and authority in their cities than the males, especially the Drow priestesses. Experts at stealth and the arcane, the Drow tend to favour the Mage, Necromancer, Cleric and Rogue classes. They can also become fearsome Warriors. As with all Elvenkind, the Drow have an innate resistance to sleep and charm enchantments and they have the ability of infravision.

As beautiful as their Elven kin, the Drow have uniformly jet-black skin. They are lithe, slim and graceful in build. A majority of them have snow-white hair and ruby-red eyes, although some rare colors have been known to exist among the Drow. All Drow eyes tend to grow redder when they are angry or upset.

Allowed Classes Warrior Mage Necromancer Cleric Rogue
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The Wild Elves

As their name implies, the Wild-Elves truly are a wild race. Fun-loving thrill seekers, the Wild-Elves are an enigma to their High-Elven cousins. Unlike the patient and contemplative High-Elves, the Wild-Elves are an emotional and adventurous people. Though basically part of the same species, the Wild-Elves are much more muscular and hardier than their cousins but they are not as intelligent. They can truly combine inherent Elven grace with the fighting fury of a jungle cat, making them awesome in battle. Their free and unpredictable ways make enemies of this breed of Elvenkind fear to fight them even when they are in their own element. Above all else, Wild-Elves hate Necromancers as they see them as defilers of all that is natural.. Regardless of their ferocity in battle, the Wild-Elves are still well known to be a hospitable and friendly race to all goodly races, even to the Half-Elves. This is because they understand and connect well with all outcasts as the High-Elves treat Wild-Elves with the same respect as the Half-Elves. The Wild-Elves have an interesting view that all races were created equal, to be children of the land. And no race should view itself as superior over another. Even though the Wild-Elven race tend to love staying in the forests, many adventuring members of their race freely roam all over the land, some even enjoying the sociality of cities. Wild-Elves however, connect less to the arcane heritage of their race and more to their ties with nature as opposed to their High-Elven cousins. Thus, they only practise nature magic or healing magic rather than wizardly magic. The Wild-Elf usually becomes a Ranger, a Druid or a Warrior as that is what their race is famed for. They can also specialise in the Cleric, Rogue or Bard classes. Wild-Elves also have an innate resistance to magical sleep and the effects of magically induced charming. As with all Elvenkind, they also have the ability to see in the dark using infravision.

The average Wild-Elf stands about as tall as the High-Elf, being well over six feet tall. most have tanned skin and long, straight hair. They are uncannily graceful and have beautiful features. The most distinctive feature about Wild-Elves is their pointed ears and their intricate arm tattoos.

Allowed Classes Warrior Ranger Cleric Druid Rogue Bard
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The Gnomes

The Gnomish race are without a doubt the among the most curious and peculiar folk in the world. Quirky and easily excitable, they are also remarkably friendly to those they encounter in their search for new knowledge. Though they do not strike anyone who encounters them for the first time as a race to be feared, those that make this mistake will soon learn why most other people stay well clear of Gnomes. The Gnomes are fixated with new sciences and with inventing new gadgets to make life for everyone easier. This tinkering and inventing will more than often result in dire consequences for those around the Gnome when some insane invention goes awry and starts exploding or laying waste to the countryside. Even though most Gnomes mean well, they are prone to many unfortunate accidents which have gained them a great amount of notoriety. Thus, most of the Gnomes are left alone in the homeland of Mount Nevermore. No other race wants to attack nor conquer them for the risk in getting blown up by a stray invention. Gnomish adventurers are a very friendly and loyal lot. They love to travel and learn new lores with fellow companions although they rarely lead adventuring parties as they are very unpredictable. As they are not very physically strong nor hardy, Gnomes rely on their keen intellect and wisdom to survive. Because of this, they make excellent Mages and Clerics. Some Gnomish adventurers have also been known to become reknowned Warriors and Rogues. All Gnomes also have the ability to see in total darkness.

Gnomes stand about as tall as their cousin Dwarves though their bodies are less muscular and stocky. They have a wizened, thoughtful look on their faces when they are thinking but this changes often to one of glee and excitement when they get a new idea for an invention. Some older Gnomes have white beards while the younger ones prefer to remain beardless.

Allowed Classes Warrior Mage Cleric Rogue
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The Iguanadons

Well known throughout the free Lands for their fearsome visages and ferocious savagery, the terrifying Iguanadons are also the most mysterious of all races. Though they are rumored to have been descended from the from the giant lizards of the past and that the blood of Dragons courses through their veins, no one knows for sure the exact origins of this dangerous race. Even the locations of Iguanadon settlements are not commonly known. Secretive and often solitary, the Iguanadons travel to all parts of the world, working to further some dark and unknown purpose. Hence, they tend to avoid most major settlements for fear of being attacked by those that do not understand them. Sleek and well muscled, the Iguanadon is relatively strong and more agile than most races though they are less intelligent and wise. As they are semi-aquatic creatures with the ability to breathe underwater for long periods of time, most Iguanadons prefer the dampness of humid areas such as swamps, rivers and underwater caverns. One would almost never encounter an Iguanadon in a dry and hot climate such as deserts. Because of their reptilian nature, all Iguanadons are resistant to cold based attacks. While Iguanadons make exemplary Warriors, those of the other races speak of Iguanadon Rogues with great dread for their skills that are near matchless with the exception of the Duergar and the Drow. Rarely, Iguanadon Clerics can also be found wandering the Land.

The Iguanadon stands about a head taller than the average Human. Physically they appear to be giant manlike lizards who stand upright like most humanoid races. Sharp claws and a powerful tail add to their deadliness in combat. Their scaly, cold bodies are excellent for spending prolonged time in cold and wet areas. Most Iguanadons have greenish to grey skin and their eyes are a dull yellow color.

Allowed Classes Warrior Cleric Rogue
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The Insectoids

The Insectoid race lives in the arid wastelands of the Sarnen Isles to the west of the Alatian continent. They live primarily in nomadic tribes subsisting from hunting and some farming, but a number of Insectoids have been transplanted from the Sarnen Isles to Alatia, where they serve as elite units in the army of the kingdom and as monks in some of the monastaries. Insectoids can be Clerics, Warriors, Rangers, Druids, or Monks.

Insectoids generally stand anywhere from 5 feet to over 7 feet in height, and are covered in a chitinous exoskeleton that provides them some protection from attacks. They range from a dull red to a light brown color. Insectoids tend to be nimble and wise, but somewhat less intelligent and lucky than normal. Due to their strange nature, most races tend to look on them a bit oddly. Due to the often hostile nature of the Sarnen Isles, Insectoids are somewhat more resistant to fire, but this is offset by their susceptibility to cold.

Allowed Classes Warrior Ranger Cleric Druid Monk
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The Sahuagin

Sahuagin are shark-like humanoid creatures that live far beneath the surface of the seas, although they emerge occasionally on raids along the coastlines. They are sleek, quick, and cunningly intelligent, well-suited for the hard life beneath the waves, but they are also somewhat fragile, and their combative nature makes them hard to get along with. Saughin society is very violent, and most members of the race are considered evil by surfacers, though a sahuagin would be quick to point out that such measures as mercilessly slaughtering one's foes are a necessary feature of the life of the deep. Sahuagin society is considerably oriented towards the strong, and warriors are very common among them. They are also very religious, producing large numbers of clerics and the occasional antipaladin. Less common are rogues and necromancers.

Sahuagin are bipedal humanoids, standing a little taller than the average human. They have bluish-green scaled skin, and sport a spined fin down their back. Their hands and feet are webbed and are furnished with long, sharp claws, which they use frequently in combat. A unique feature of the sahuagin race is their ability to breathe underwater, which all sahuagin are able to do, as well as their strong swimming abilities. In addition, they are attuned to the cold nature of the oceans, although this makes them somewhat less resistant to heat.

Allowed Classes Warrior Anti-Paladin
Necromancer Cleric Rogue
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