Character Races
Aetharian
Aetharians are the most common race on Aethar, being the average human citizen. Although possessing no special abilities or bonuses they are the most adeptable and flexible race, capable of assuming any class. They have mated and interbred with many other races, creating half-races.
High-Elf
High-Elves are tall, slender creatures with an affinity for the woods and nature. Elves are distant cousins to the pixies. High-Elves are the most noble and righteous of the elves, and they live in the vast forests of Aethar. They are taller and more lanky than humans and possess stamina which makes even dwarves break out in a sweat. In addition to being of excellent physical shape, elves are also endowed with remarkable mental ability. High-Elf skin color is mostly silver or gray.
Mountain-Dwarf
Mountain Dwarves are a noble race of demihumans who dwell under the earth, forging great cities and waging massive war against evil. Mountain Dwarves are stocky, muscular, and very similar to a barrel with arms and legs. Even female dwarves have beards, which they take great care of and groom as often as they are able. Mountain Dwarves have higher stamina than their cousins the Hill-Dwarves, but are less agile. Mountain Dwarves lives usually in clans led by a chieftain or if the community is very large, a King. Dwarves fancy gems and metals, and are somewhat greedy when it comes to sharing such items with others. Mountain Dwarves are imbued with the power of infravision.
Halfling
Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled by a surprising determination makes them a curious (though somewhat underpowered) ally.
Halflings have compact bodies and thick, long limbs, and usually have very hairy feet. Eye color range from blue, brown, green, and any shade inbetween.
Pixie
Pixies are small Elfin creatures with gossamer wings. They are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious ability of flight.
Pixies are slight of stature, standing less than five feet in height. Both their skin and hair color varies from among all the colors of the rainbow.
Wemic
Wemic are part human and part lion and look similar to a centaur or sphinx. Unless the centaur, the Wemic have more of its animal side apparent in its facial features, making them look very savage. They live in nomadic groups, and survive by hunting. They have human intelligence but their natural superstition to everything makes it difficult for them to learn advanced skills. Religion is very important to the Wemic and their shamans are highly valued, respected, and even feared. They are curious about everything new, and only in rare instances do they draw the first blood. The Wemic are imbued with the ability of infravision.
Half-Ogre
The Half-Ogre is a result of breeding during the dark days with humans, when pure-blooded Ogres were known for raping and looting Human villages. As a result of this, the Half-Ogre stands from six to nine feet tall in height and is known for its muscle-packed body that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies are covered with small, boney growths, and their disproportionately long limbs gives them a somewhat simian appearance.
This offspring of humans and Ogres has inherited great physical abilities: an apptitude for aggression from its Ogre lineage, inherent infravision to assist in traversing darkness, and though slightly smaller than pure-bred Ogres it nevertheless boasts an awesome strength. Being territorial, most Half-Ogres will readily engage in battle to establish superiority over any it encounters. All in all a race best suited for the role of pure fighter.
Dark-Elf
Dark-elves are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves.
Dark-elves have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men.
Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infravision with which to discern objects and living things in the absence of light.
Troll
The troll is as deadly as it is hideous. As it is considerably larger than a human, The Troll often stands well over ten feet in height and carries over four hundred pounds on its heavily-muscled frame. Though naturally of low wisdom, the race was sorcerously imbued with a wicked intelligence and the ability to see naturally in the darkness. Trolls usually makepoor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts in experienced hands.
Black blood courses through the heavy veins, of the heavily-scaled skin of the Troll which ranges in color from a charcoal grey to a deep, blackish green. 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.
Half-Elf
These beautiful creatures are the result of the mixing of human and Elven blood. Though the resulting Half-Elf is not as intelligent as the pure- blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. Their beautiful almond eyes enable them to discern objects in the darkness.
Not as tall as the pure Elf, they range from five feet six inches to six feet five inches, with a heavier musculature than their ancestors.
Gith
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 had yellowed skin and were very long of limb. Sunken eyes peered from yellowed sockets, now strangely capable of naturally detecting invisible things. 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.
Half-Orc
A recent mingling of Orcish and Human blood arising as the darker races
have encroached further upon the remaining settled areas, most members
of this half-blooded race are distinctly more Orcish than Human in both
appearance and behavior. Large and dull of wit, with short but broad
bodies, their poor mental and physical dexterity is offset by an iron
constitution. Though some have dabbled in the sorcerous arts due to
their human influence, brute combat is is still the natural call which
stirs in the soul of the Half-Orc. All Half-Orcs possess infravision.
Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually
retain their wider bodies, longer, bowed limbs and heavier musculature.
A ridged brow crowned by bushy eyebrows conceals small, squinting eyes;
below a snout-like noses opens a maw filled with crooked fangs; dark
skin emanating a rancid odor; their presence disgusts civilized races.
Standing from five to seven feet tall and averaging two hundred pounds,
an altogether fearsome race.
Sea-Elf
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 the reality of the today's Realms has forced them into the general populace.
The race is humanoid in appearance, with gill slits on the throat and greenish-silver skin and green or blue-green hair. Sea elves have an inate ability to notice magical auras as well as breath under water.
Lizardman
Lizardmen are semi-aquatic, breathing air but often dwelling totally underwater. They are often noted to use underwater caves as their lair, and are typically found in swamps, marshes, and similar places. Members of this race band together in rough tribal form; they are omnivores, and are likely to prefer human flesh to other foods. Due to this taste for humans, they suffer if their alignment strays too much towards the honorable side of the spectrum. This race, of course, has the innate ability to breath under water.
Gnome
Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks.
Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.)
Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle.
Centaur
Centaurs are robust creatures, the magical fusion of men and horses. They are lovers of the forest and of all living things and scorn larger cities and towns, preferring the nomadic lifestyle or small villages. They rarely use magic and are more inclined towards fighting classes, preferring rangers and warriors.
Kitangan
The Kitangan are a humanoid race of savages from the remote Isle of Mirrors. They are dark of skin, being nearly ashen and have coarse black hair on the head and upper back. They are strong and extremely agile, requirements for the dangerous rigors of life in their native jungle. They seldom tamper with magic, preferring the power of muscle over that of mind.
Kitangan are usually a little taller and lither than average humans. Both men and women can be hunters or homemakers, the Kitangan make no distinction, but simply allow the individual to choose their profession.
Olympian
Olympians are fair or olive skinned humans who have been separated from the main thrust of humanity for thousands of years. Living on Mount Olympus, they have pursued philosophy, art, drama, mathematics and magic. On the average, they are far smarter, wiser, and more beautiful than the average person. On the other hand, they are also weaker, more prone to illness, and less agile, due to their neglect of the physical disciplines. They disdain the physical professions and seek only those classes where the intellect can be put to proper use. Olympians average about 5'10" and 145 lbs, with hair color being black or dark brown.
Yeti
The Yeti are primitive ape-like humanoids who live in the peaks of the Northern Spine mountain range. They are white, gray, or (rarely) black of fur and stand roughly eight and a half feet tall. They are intelligent enough to use tools and do remedial reading, but the pursuits of the mind hold little interest for them. They prefer running through the snow or tossing boulders like the small building blocks of children. They are very strong and have a robust constitution, but lack wisdom and intelligence of any degree. Their distinctly apelike appearance combined with the monstrosity of their reality gives them a decidely low charisma. Due to their normal habitat in the frozen wasteland touching the sky, they are naturally able to resist the cold. Due to their meager intellect, they are restricted from being a class of magic user, but are adept at the fighting classes.
Zhenii
The Zhenii are short, green skinned humanoids with overly large heads with enormous eyes and a small jaw and mouth. They have scraggly coarse black hair and large, pointy ears which jut above the top of their flat heads. They are generally regarded as ugly and sneaky, which for the most part is true. They lack in the areas of brains and brawl, but possess common sense of an uncommon level, making excellent priests and druids. In addition, they are robust despite their small, thin appearance. By far their most valuable feature is their eyes. They are able to see infrared and (if a class able to do so) can scan at double the normal distance.
Half-Giant
Half-giants are the offspring of a male human (or some other humanoid) and a female giant. They stand an average of 12 feet tall and weigh about half a ton. They are stupid brutes, for the most part, given to speaking with small words and short sentences. They are completely inept with magic, but when given a weapon, they become a force few can stand against. Their might and constitution are unparalleled. Due to their size, they are less agile than other races. Therefore, half-giants can be neither magic users nor thieves.
Kororoc
Kororocs are furless humanoids with thin leathery wings. They appear somewhat like overgrown bats. They have hard skeletal beaks covered by a layer of skin, which gives them a hideously human appearance. They stand about five feet tall and weigh an average of 100 lbs. They are strong despite their size and remarkably intelligent. They are prone to flights of fancy, so to speak, having lower than average wisdom. They are prohibited from the classes of cleric, druid, and bard.
Goblin
Goblins are small humanoids with green skin complecsion and yellow eyes, they tend to be evil and are cowards prefearing to make clever ambushes instead of direct combat. They live in huge tribes underground and each member has its place in the hierarchcy. Goblins belives in streanght and a strong non goblin could rule a goblin community. Goblins take great pleasure in killing and torture, their prime enemy above all are the dwarves.
Hobgoblin
Hobgoblins are stocky humanoids with hairy, dark red to dark grey hides. Hobgoblins are warrior in mind and body, war is their language and their religion, to be a warrior is the highest calling of a Hobgoblin. They organize themselves in tribes in a military dictatorship with a powerful leader, all other races are inferior and therefore slaves. Hobgoblin leaders are exspert tacticians and their subterrian lair are almost impaleable. The Shaman's of the tribe are respected and sometimes feared.
Wild-Elf
Wild-Elves are savage and relatively primitive wood elves. They are typically a bit shorter and tougher of limb than their cousin elves. They have embraced nature for all that it is. They possess greenish skin and often have green or leafy-brown hair. They live in tribes deep within the vast forests of Aethar. Wild-Elves are imbued with the natural ability to sneak and hide.
Illithid
The illithid, or Mind Flayer, is an evil race who dwells in the Underdark. They stand about 6 ft tall and have hideous mauve skin which glistens with slime. Its head resembles an octopus, with white eyes and four tentacles around its mouth. The illithid has three fingers and a thumb and their skin color varies greatly. They live in underground cities with slaves who work for them. They are hermaphroditic, but some express male or female traits more than others. Each can produce one tadpole twice in its life. They are geniuses, but are physically weak. They can be any class, save Bards. They are also resistant to energy attacks.
Hill-Dwarf
Hill Dwarves are a noble race of dwarves who dwell under the hills, forging great cities and waging massive wars against evil. They are stocky and muscular, shaped similar to a barrel with arms and legs. Even female dwarves have beards, which they groom incessantly. Hill Dwarves have higher agility than their cousins, the Mountain Dwarves but they have less stamina. They usually live in clans led by a chieftain or a King. They fancy gems and metals, and are somewhat greedy when it comes to sharing such items with others. Hill Dwarves are imbued with the ability of infravision.
Tinker-Gnome
Tinker-Gnomes are cheerful, industrious, and inept. The Tinker-Gnome looks like the normal gnome in every way except the way in which they think. The brain of a tinker is never resting, but constantly working on new ideas, how to improve old ideas, and the ideas that others have presented to them. They love gizmos and gadgets, and always carry around a lot of useless items. The tinker is driven by his life-quest which is to completely understand how a created device functions. If the tinker survives all the experiments it conducts throughout the course of its life, it is remarkably lucky. The Tinker-Gnome is imbued with the abilities of detect-magic and infravision.
Minotaur
Minotaurs are the offspring of cursed humans from ages past. They are huge and possess a bull's head over a large human body. Their fur color is always brown, but their skin color can vary as humans do. They live in small communities usually up to eight individuals, or alone. There have been legends which state their have been intelligent minotaurs who have developed advanced societies.
Gnoll
Gnolls are large, evil, hyena-like humanoids which roam Aethar in loosely organized packs. While the body of a gnoll resembles that of a large human, the face is shaped like that of a hyena. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane. Gnolls are flesh eaters and prey on everything that bleeds, especially intelligent creatures, because they whine so much when they die. Gnolls like that... alot.
Duergar
Duergar (Grey Dwarves) are a malevolent breed which exist in the extreme depths underground. They appear to be nasty looking dwarves with gray to black hair and skin. Their society is similar to other dwarven cultures, although life is muhc harsher due to the hostile environment of the deeps. Duergar are imbued with the ability of infravision.
Dryad
Dryads are beautiful, intelligent tree sprites. They are as elusive as they are alluring. The Dryads' exquisite features are delicate and finely chiseled and similar to an elf-maiden. A Dryad's complexion and hair color changes by the seasons, giving the Dryad perfect camouflage. Many believe Dryads to be tree spirits, and each Dryad has a very old oak in which they live. Dryads live a mostly solitary and devote their time to the protection and maintenance of the forest in which it lives. Dryads are imbued with the abilities to detect hidden, sneak, and hide.
Wood-Elf
Wood-Elves are very similar to Wild-Elves, but they are slightly more civilized than their cousins. Wood Elves are stronger than High-Elves. They live in and guard the forests of Aethar, relying on stealth and agaility to aid them in their task. Ambushing unwary travellers and enemies with volleys of arrows is their favored mode of combat, rather than engaging in close combat. They live in villages built in the trees with elders as leaders. They are good warriors and expert marksmen. They are virtually impossible to spot in the forest when they don't want to be found. Wood-Elves are imbued with the natural ability to sneak and hide.
Kender
The kender is a near relative to the halfling race, but they are slightly taller and more slender than halflings. They also lack the fur on the tops of their feet. They are extremely curious, so curious they are completely fearless, even to the effects of magical fear. They are also kleptomaniacs and they take everything they can get. If asked a few hours later, they will claim it belongs to them. Therefore items in a Kender home that are still in their home after 7 parties are considered klenodiums. The kender live in small villages scattered around Aethar. Typically only older middle-aged and children reside there, since most kender wander off to see the world when they reach adulthood. Kender don't become very old since their curiosity and fearlessness inevitably kills them. They have long hair, and all colors can be found. Kenders are resistant to the effects of poison.
Atlantean
Atlanteans are descendants of the race of humans who lived on the continent of Atlantis which sank beneath the sea. While their society lasted, it was the ultimate culture in all of Aethar. The Atlanteans were strong of body and mind, and capable of anything. They believed they were above the gods because of their mighty achievements, but the error of their arrogance proved deadly. When the continent sank beneath the waves of the Great Northern Ocean, only a small group of Atlanteans fled and survived.
Thri-kreen
Thri-kreen are a race of large, intelligent insects often referred to as "mantis warriors." They inhabit deserts and savannahs, where they roam territories they have claimed for hunting purposes. Adult Thri- kreen are roughly eight feet tall and twelve feet long, with six limbs. Two are used for walking and four as hands. They are organized into hunting packs, but there are no permanent thri-kreen communities. Their color is usually light yellow to light brown with eyes of black or green. Thri-kreen are naturally resistant to poison.
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