Race Documentation

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| HUMAN                                                                     |
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| 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 abilites all around.                                       |
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| Strength:40 Agility:40 Intellect:40 Wisdom:40 Health:40 Charm:40 EXP: +0% |
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| Racial Abilities: None                                                    |
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| HALF-ORC                                                                  |
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| 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.                                                          |
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| Strength:45 Agility:40 Intellect:30 Wisdom:30 Health:50 Charm:30 EXP: +0% |
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| Racial Abilities: None                                                    |
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| HALF-ELF                                                                  |
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| 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.         |
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| Strength:35 Agility:45 Intellect:45 Wisdom:40 Health:35 Charm:45 EXP: +5% |
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| Racial Abilities: None                                                    |
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| KANG                                                                      |
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| 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 splendour 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 colour |
| for each individual. They have a strange loping walk, and are not very    |
| flexible, which is odd since they are snake-like. Kang appparently        |
| 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.   |
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| Strength:55 Agility:30 Intellect:30 Wisdom:45 Health:50 Charm:30 EXP:+10% |
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| Racial Abilities: Poison Immunity                                         |
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| HALF-OGRE                                                                 |
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| 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 behaviour 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.                                                 |
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| Strength:60 Agility:20 Intellect:20 Wisdom:25 Health:60 Charm:25 EXP:+20% |
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| Racial Abilities: Extra Magic Resistance, Toughness, +1 HP per Level      |
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| GNOME                                                                     |
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| 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 dependant 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.                             |
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| Strength:35 Agility:45 Intellect:45 Wisdom:40 Health:45 Charm:35 EXP:+25% |
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| Racial Abilities: Extra Magic Resistance, Night Vision, Extra Defense     |
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| DWARF                                                                     |
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| 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 unshakeable 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.                                              |
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| Strength:50 Agility:30 Intellect:35 Wisdom:50 Health:50 Charm:30 EXP:+25% |
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| Racial Abilities: Extra Magic Resistance, Night Vision, Extra Encumbrance |
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| DARK-ELF                                                                  |
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| 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.     |
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| Strength:35 Agility:50 Intellect:50 Wisdom:30 Health:35 Charm:40 EXP:+30% |
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| Racial Abilities: Stealth, Night Vision                                   |
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| HALFLING                                                                  |
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| 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.                                  |
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| Strength:20 Agility:60 Intellect:40 Wisdom:40 Health:45 Charm:40 EXP:+30% |
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| Racial Abilities: Stealth, Extra Defense, -1 HP per Level                 |
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| ELF                                                                       |
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| 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.                     |
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| Strength:35 Agility:50 Intellect:50 Wisdom:35 Health:30 Charm:50 EXP:+35% |
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| Racial Abilities: Stealth, Night Vision                                   |
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| GOBLIN                                                                    |
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| Goblins have a decidedly mixed reputation. First off, they average about  |
| five feet tall, have pale green or grey 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.              |
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| Strength:30 Agility:55 Intellect:45 Wisdom:40 Health:40 Charm:40 EXP:+40% |
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| Racial Abilities: Stealth, Night Vision                                   |
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