Race Descriptions

Dark-Elf Dwarf Elf
Gnome Goblin Halfling
Half-Elf Half-Ogre Half-Orc
Human Kang  

 


 

Dark-Elf

 

Dark-Elves are not actually a separate race, but are in fact a fanatic sect of Elves who believe that the other races of the realm are destroying the ancient homelands of the Elves, and must be stopped for this. They are the enemy of all other races (save Elves), and will wage war with any race which threatens the forests and their homes. They do not accept the Elven belief that this is what is meant to be, and are determined to stop it. Consequently, they are driven from any already- populated place, and so make their homes far from the wooded groves they adore. Most live in the mountains, or in caves, and thus have a much more pallid complexion than their sylvan brethren. Due to their harsher lives they are tougher and less friendly between themselves. Any Dark-Elf seen outside of their strongholds is an outcast, one who does not agree with the intolerant theories of his people. These may be trusted, for the most part, even though they may be a little cold. Dark-Elves are like Elves in respect to what classes they excel in. They too can see in the night.


 
Strength Agility Intellect Wisdom* Health Charm Exp
35 50 50 30 35 40 +30%

Racial Abilities: Stealth, Night Vision


 

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Dwarf

Dwarves are the second oldest race known today. The Elves, of course, are the first. Dwarves average about four and a half feet in height, and tip the scales at about two hundred pounds each. They are a solitary folk, and do not easily welcome strange people -- but do not mistake this for hostility. Once you have gained a Dwarf's friendship, that bond will last until either of you is dead. They are cautious and slow to anger, but once their anger is roused they are terrible fighters. Dwarves love and craft precious gems and metals of all sorts, and are great worksmiths. They manufacture precious and elaborate suits of mail, and craft gleaming axes with blades of true-silver. These items seldom leave the underground homes of the Dwarves, but there are stories of heroes who have done some great service in receiving such a gift. Dwarves make excellent Warriors, Clerics and Paladins, due to their unshakable faith. Dwarves can see in pitch darkness due to their constant work underground, and their stubborn nature and strong willpower give them a good resistance against spells affecting the mind and body.


 
Strength Agility Intellect Wisdom* Health Charm Exp
50 30 35 50 50 0 +25%

Racial Abilities: Extra Magic Resistance, Night Vision, Extra Encumbrance


 

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Elf

Elves are the Elder race. They are as old as the trees and the rivers they love so dearly. Ever since time has been recorded, the Elves have been there, singing and tending to the forest animals. Nowadays the Elves are few, their numbers slowly dwindling as the forests they live in are cut down. They do not begrudge this, though, but see it as a passing of an age, the time of Humans. The Elves seen in cities are the very young, short on experience and high-spirited. They seem almost like children -- excitable and inquisitive, even though some of them may be older than entire Human families. Physically, Elves are quite tall, the same size as humans, but seem much taller due to their slimness. They are extremely magical creatures, and most are pacifistic -- unless there is some cause for action. In that case, they are savage fighters, both with spell and sword. They make great Mages, Warlocks and Gypsies, due to their cunning and grace. Elves can see equally well in dark or day.


 
Strength Agility Intellect Wisdom* Health Charm Exp
35 50 50 35 30 50 +35%

Racial Abilities: Stealth, Night Vision


 

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Gnome

Gnomes are distant cousins of the Dwarves. They are about the same height as Dwarves, but are considerably slimmer. Long ago a tribe of Dwarves made its home on the surface, far from their ancient home. Over the centuries this tribe changed, becoming less dependent on their muscles and more on their mind. As this progressed, the natural technological of the Dwarves was changed into something more refined than metallurgy or mining -- machinery. Where an Elf sees a waterfall and thinks of its natural beauty, and a Dwarf sees only the precious stones being smoothed in its waters, a Gnome plots water-wheels and dams. Gnomes are cunning and inventive, always thinking up new plots and trying to devise more and more efficient ways to do things. Gnomes make proficient Mages and Thieves, because they have the natural intelligence and curiosity needed to be a Mage, and the knowhow to get by devices. Gnomes can see fine in the dark due to their Dwarven ancestry, as well as a having a slightly increased resistance to mind-affecting magic.


 
Strength Agility Intellect Wisdom* Health Charm Exp
35 45 45 40 45 35 +25%

Racial Abilities: Extra Magic Resistance, Night Vision, Extra Defense


 

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Goblin

Goblins have a decidedly mixed reputation. First off, they average about five feet tall, have pale green or gray skin, and save the fine, luxuriant hair on their heads they have little or no body hair. They are almost always smiling, in that white, sharp-toothed grin of theirs, and more often than not you cannot tell whether or not they are eyeing you like a side of meat. Despite their unsettling near-savagery they have a disarming charm which almost offsets their strange appearance. Almost. Goblins are thin and wiry, small and compact but very tough for their size. They are quite intelligent, and are exceedingly agile -- they are well-suited for either Mage or Thief. They are in their element in the Gypsy class. Goblins are fond of bartering, and will sit for hours to haggle down the price of a loaf of bread by one copper coin. Many wealthy merchants hire a Goblin to deal with others of his kind, and the sight of two Goblins in a haggling contest is a sight to see! Goblins can see very well in the dark, due to the odd construction of their eyes.


 
Strength Agility Intellect Wisdom* Health Charm Exp
30 55 45 40 40 40 +40%

Racial Abilities: Stealth, Night Vision


 

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Halfling

Little is known about this shy, reclusive folk. Physically, they average around three feet high, about half the height of a human (hence the name) and are therefore quite weak. They are surprisingly tough and incredibly agile -- halflings quickness is deceptive, and some adventurers get more than they bargain for when they tangle with a Halfling. They are fond of good company and good drink, and are very soft-hearted over-all. But when a Halfling is cornered, or his home (or food and drink!) is threatened, they will fight with a ferocity that would startle any but the most seasoned of adventurers. Halflings do not take too well to magic, and seldom is a Halfling seen who can demonstrate magical powers of any sort. Show a Halfling a good beer, a comfortable seat, and pleasant company, and you will have a friend for life. Halflings make excellent Thieves, due to their innate agility and stealth.


 
Strength Agility Intellect Wisdom* Health Charm Exp
20 60 40 40 45 40 +30%

Racial Abilities: Stealth, Extra Defense, -1 HP per Level


 

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Half-Elf

Half-Elves are the offspring of a Human and an Elf. Most are born from Human raids into Elven lands -- Humans sometimes can be despicable -- but some are the result of an Elf and Human partnership. This is a rare occasion, for though Elves are very beautiful to Humans, they are aloof, and rarely mix with others. This dubious background makes most Half-Elves bitter and so they remain loners, not wanting to be part of any culture (and in their minds, not welcome). These are usually ferocious and un- trusting, and make good allies if you can gain their respect. They look much like humans, except they are slimmer and more comely, with slightly Elven features. They mix the good qualities of both races, and are very versatile. Half-Elves can be pretty much any class they wish to be, but most are Rangers or Druids, due to their preference for solitude.


 
Strength Agility Intellect Wisdom* Health Charm Exp
35 45 45 40 35 45 +5%

Racial Abilities: None.


 

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Half-Ogre

Half-Ogres are the offspring of an Orc and an Ogre. No-one really knows, or wants to know, how this comes about. They are about seven feet tall, and are nearly hairless. They are quite powerful and large, and their bodies are nearly all muscle. Unfortunately, they have all the cunning and tact of a six-year-old child, and the coordination of a drunk. They have a rash temper, but are easily distracted, and so if you are careful it is fairly easy to avoid conflict with one. Many store-owners have Half-Ogre workers, for they can work almost tirelessly, and can lift hundred-pound barrels as if they were pillows. Half-Ogres have neither the near-berserk fury of Ogres, nor the partial intelligence of Orcs, but have a simple kind of behavior which is almost pitiable. They are not truly evil, but are frequently exploited due to their stupidity. Half-Ogres are almost exclusively Warriors. As a result of their innate lack of intellect combined with their incredible resilience, they are quite resistant to magic.


 
Strength Agility Intellect Wisdom* Health Charm Exp
60 20 20 25 60 25 +20%

Racial Abilities: Extra Magic Resistance, Toughness, +1 HP per Level


 

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Half-Orc

Half-Orcs are almost exclusively the result of an Orc raid on a Human village. They are not terrible-looking, having only the squinty eyes, pronounced canines and coarse hair of an orc, but the innate Orcish poor temper is passed on to these offspring. They are much better behaved than Orcs, and do not have the homicidal hatred for other races that Orcs do (unless they have been raised by Orcs, and then you will see them only as your foes). They are somewhat dull-witted, and are not terribly patient, but they are tough as nails and are relentless in battle. Having a trustworthy Half-Orc companion is like having your own personal army. They excel in all things martial, especially in the Witchunter class, where their instinctive fear of magic can be used to advantage. Half-Orcs are almost universally mistrusted, which is quite unfortunate since they are not horrible by nature, and so they must continually prove their worth to others.


 
Strength Agility Intellect Wisdom* Health Charm Exp
45 40 30 30 50 30 +0%

Racial Abilities: None


 

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Human

The origins of humanity are shrouded in obscurity. This may seem a ludicrous statement, but the fact is there -- humans just mysteriously appeared one day. Theories on this event are numerous. Some say the Elves found humanity's ancestors roaming in the woods, and nurtured them over the ages until they were mature enough to survive as a sentient species. Another hypothesis is that humans are from a distant star, and that one day a great sky-craft collided with this land and created the barren wasteland to the east. Whatever the solution is, the Elves will not, or cannot, say. In any case humans have flourished in the past four hundred years, and now their domain is such that they are the most numerous people in the land. Human males average just under six feet tall, and females about five and a half. They have no extra special abilities or aptitudes except their versatility and drive. They do equally well in any class, but are well-suited to the Ranger and Druid classes, which require well-developed abilities all around.


 
Strength Agility Intellect Wisdom* Health Charm Exp
40 40 40 40 40 40 +0%

Racial Abilities: None


 

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Kang

Imagine a cross between a snake and a lizard, standing on two feet like a human and with the intelligence of a predator, and what you have is the Kang. They are a mysterious folk from the depths of secluded swamps and jungles, and are rarely seen in mannish cities. When they do venture forth, it is usually to see the odd splendor of the outside world, and so the specimens encountered outside of their homes are usually more intelligent and friendly than their exotic jungle brethren. Kang are tall, some nearing seven feet in height, and are broadly muscled. Their scaly skin is not much thicker than human skin, and is a different color for each individual. They have a strange loping walk, and are not very flexible, which is odd since they are snake-like. Kang apparently worship a deity of Peace and Healing, and many of them are Paladins, on some personal crusade to extinguish evil in the world. They are fierce fighters, but do not do well in Magery. They make good Clerics, Warriors and Witchunters. They are also apparently immune to poison of any kind.


 
Strength Agility Intellect Wisdom* Health Charm Exp
55 30 30 45 50 30 +10%

Racial Abilities: Poison Immunity


 

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