#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword RACE-OVERVIEWS RACIAL-OVERVIEW~ category race~ see_also RACE-APPLY CLASS~ text ------------------------------------------------------------------- - [Race ][CP] [Description ] - ------------------------------------------------------------------- - Avian 25 Good clerics, mages and druids. - - Draconian 25 Good warriors and thieves. - - Drow 21 Good mages and spellfilchers. - - Dwarf 8 Good warriors, clerics, paladins, and rangers. - - Elf 5 Good mages, thieves, and spellfilchers. - - Gnoll 16 Good warriors and barbarians. - - Gnome 5 Good mages, clerics, and druids. - - Half-Elf 4 Good mages, thieves, and spellfilchers. - - Half-Orc 6 Good warriors and barbarians. - - Halfling 8 Good mages, thieves, and spellfilchers. - - Human 0 Jack of all trades. - - Orc 8 Good warriors and barbarians - - Kobold 10 Good thieves and warriors - - Duergar 10 Good mages and thieves - - Mrem 12 Good rangers and druids - - Lizardman 15 Good warriors and barbarians - - Voadkyn 12 Good rangers and paladins - - Alaghi 10 Good rangers and barbarians - - Minotaur 20 Good barbarians and warriors - - Goblin 10 Good thieves, warriors and barbarians - - Troll 18 Good barbarians, rangers - - Faerie 22 Good mages, druids and clerics - ------------------------------------------------------------------- Different races have different starting statistics, and also different stat maximums. For more information, see the help files for each race (i.e. 'help race-dwarf') ~ END keyword RACIAL-SKILLS~ category undefined~ text `=? ------------------------------------------------------------------- - [Race ] [Race skills ] - ------------------------------------------------------------------- - Avian - - Draconian claw, `Y*`=?tail - - Drow - - Dwarf `Y*`=?appraise - - Elf - - Gnoll - - Gnome `Y*`=?cobble - - Half-Elf - - Half-Orc - - Halfling - - Human - - Orc - - Kobold gouge - - Duergar `Y*`=?appraise - - Mrem claw - - Lizardman claw - - Voadkyn - - Alaghi - - Minotaur gore - - Goblin - - Dragon-kin claw, `Y*`=?tail - - Faerie vanish - ------------------------------------------------------------------- `Y*`=? = Marked racial skills are not implemented yet. `CSEE: RACE-OVERVIEW RACE ~ END keyword DRAGON-KIND DRAGON-KIN DRAGONS~ category undefined~ see_also DRAGON-MYTHS LANGUAGES BREATH-WEAPONS~ text Of all the races, none are as powerful or as awe inspiring as the dragon-kin. Some say that the dragon-kin are as old as time itself, certainly there were dragons around to be recorded in the first histories of mortal-kind. Dragons are reptilian in looks, but that is about all they share with those dim-witted animals. Dragons are huge, often as big as a house, graced with the strength and power to match. A dragon is capable of vanquishing a small army by itself. Covered in scales which will deflect all but the most powerful blows, resistant to the elements, most dragons have little to fear physically. Mentally dragons do not suffer either. Dragons are gifted with an intellect to match their size (awe-inspiring considering their size). This intellect also extends to the magus-realms, where dragons are often the most powerful spell-casters to be found in time. One of the reasons for their power is the age of dragon-kin. Dragons are the oldest living race, with some dragons reaching ages in excess of millennia. A dragon has centuries in which to become proficient in their chosen arts, time which is often not granted to other "mortal" races. Unfortunately, the immense age of dragons also means that they reproduce slowly. Thus dragons are the least common of the races, and this coupled with their solitary nature means rarely will they be seen, and more rarely will they be friendly. One last item concerning dragons are their breath weapons. Without doubt this is one of the more deadly forces on the planes. Most dragons can breathe a concentrated form of a particular element. This could be a cone of frost, or fire or lightning, or even poisonous gas. ~ END keyword KOBOLDS-GENERAL KOBOLD-GENERAL~ category undefined~ see_also LANGUAGES~ text Kobold's are small, barely three feet tall, every inch packed with diabolical cunning. Their skin is a tough, horny substance that covers their body like scaled armour and can deflect all but the most direct hits from blades and arrows. The digits of their feet and hands end in sharp claws that can sometimes inflict infection and disease by the merest contact. Their heads are ugly, bare skulls ridged with a hard, horny crest, and bestial snouts whose mouths are filled with jagged teeth. Their presence above ground is unusual. Kobold's are subterranean creatures most often found in dank dark places like caves or overgrown swamps. The pupil of the kobold eye is similar to that of a cat and open in darkness to utilize whatever light is available. Kobold night vision is exceptional, as it must be for the dark underground environs they normally inhabitate. They have a developed sense of heat, as well. Rumors have it that kobold women have in the past "placed prisoners in cages using and abusing them sexually until they begged for death." Kobold's are inherently evil. A kobold of good intentions is as likely as a kobold with an affinity to magic. Troubled minds and restless thoughts make kobolds excellent thieves, sturdy warriors and capable barbarians. Kobolds speak with whining and excitable tones which are distinct to themselves. Kobolds do have their own language but most kobolds are reasonable fluent in human as well, this is often because of their servantile relationship to some powerful human masters. Kobolds are scorned by most races often to the point of being hunted for sport. Kobolds generally keep to their own, and are led easily. It would not be entirely uncommon for kobolds to accompany a more powerful individual of another race, on a caravan raid for example. Kobolds are most comfortable in groups and when alone are generally afraid and cowardly. Kobolds are not a smart race, nor a strong one. They are slightly weaker and sturdier than a human, but do not have their durability. Their constitution makes them resistant to normal blows, and poison. Yet, that same nature, makes them weak to magic. Kobold are skilled thieves, that lurk in the darkness, sneaking and hiding, ready to steal from others. They are not a clean people, and use that as an advantage. It is common that those who were scratched by a kobold die of some weird sickness. `#`c<OOC>:`^ Kobolds should be played by experienced "mudders" and Roleplayers. Do not be offended if you are killed on sight when playing one. ~ END keyword AVIANS-GENERAL AVIAN-GENERAL~ category undefined~ see_also AVIAN-MYTHS AVIAN-SOCIETY LANGUAGES~ text This race of bird-like beings is noted for their superb mental abilities. Avians tend to find their lot in life to fall along the path of mages, clerics and druids. Aside from their affinity for magic, avians also possess several extra abilities that set them apart from other races. As their name would imply, all avians have a fully grown set of wings that allow them to move across the land with little effort on their part. Avians have feathers covering their bodies, as well as a beak and tails. In one thing, though, they differ from common birds. They have an extra set of members, arms, with bird-like hands. Their ties to the divine have allowed them to see invisible beings as well. In physical terms, avians are almost completely superior to humans. These benefits come at a price however. Light boned avians tend to suffer greatly in physical combat. Avians are not very sturdy, as such a well placed blow with a blunt weapon is likely to kill most avians easily. As a race, avians tend to form tight groups in their mountain aeries. They often come down to meet and talk to other races in the attempt to broaden their already impressive knowledge of the world around them. And to do some business also. Avians are the main merchants of Mythrin. All commercial treats of some importance have an avian signature also. Avians speak in their own musical language that seems very confusing to those that are not born to it. They worship mainly Raven, the Goddess of Ressurection, who brought them back from extinction, and turned them into a smarter race, not too ready to trust others. ~ END keyword DRACONIANS-GENERAL DRACONIAN-GENERAL~ category undefined~ see_also DRACONIAN-MYTHS LANGUAGES~ text Draconians are a race of dragon like people. Their myths tell of how a dragon and a human fell in love, and were later destroyed. Draconians were their children, and to this day they carry in their hearts the hatred that was born from their parents slaughter. Thus they hold a grudge against all other races. If you were to look directly at a Draconian, their eyes would show pure hatred, and a want for war. Because they are like dragons, they do have wings, giving them the ability to constantly fly. Also, because they are part dragon, they are naturally resistant to all the elements... Fire, lightning (weather), cold, and acid. Something else they have in common with dragons is their arrogance. They excel in fighting abilities, and are often very strong, although not very agile. Because they are so close to dragons, they are feared almost as much as dragons are. If you were to even think of engaging battle with a Draconian, watch out... they have sharp claws and teeth, as well as a tail, and may end up using them in combat. Not to mention their great endurance. Draconian society is very strict. They have a rigid social structure, women have almost no rights, and children are kicked until they have proved themselves out. Draconians never developed a language of their own, and speak mainly human. ~ END keyword DWARF-GENERAL DWARVES-GENERAL~ category undefined~ see_also DWARF-MYTHS LANGUAGES~ text Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like, perhaps because it reminds them of the water). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering. Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings. Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. Their warriors can go into such a rage when fighting, that they ignore even deep wounds when in this berserk state. Dwarves, due to their living in dark caves, can see as well in the dark as in the light. Though not exactly charismatic or fast, dwarves have an endurance that makes them some of the toughest people to defeat, be it by the weather, environment harshness or a plain fight. It is this same endurance that makes them most resistant to poisons and diseases. ~ END keyword ELF-GENERAL ELVES-GENERAL~ category undefined~ see_also ELF-MYTHS LANGUAGES~ text Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and intelligent, making them excellent mages, thieves, or spellfilchers. Elves are not, though, a people who distinguishes themselves for their self-discipline. Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of water or mines, but they enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens that would threaten their precious woods. Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly: they drink mead and wine, but seldom to excess. While they find well wrought jewelry a pleasure to behold, they are not overly interesting in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron. Elves are notoriously hard to spot, so elven warriors and thieves are specialists in the arts of sneaking and hiding. They may see in the dark with infravision. Elves are one of the most ancient races of Mythrin. For some unexplained reason, though, their early history, that before the Magi War, was lost and forgotten. Few knowledge remains from that era, but it is known that once elves and drows once formed one race only, and that a terrible war led to their separation. The God of the elves, Lanthos, talks of glory and power to the one race who will defeat all the others, and have the world for them alone. Thus, the elves see themselves as a superior race, the chosen one to survive and rule all the lands. ~ END keyword HUMAN-GENERAL HUMANS-GENERAL~ category undefined~ see_also HUMAN-MYTHS LANGUAGES~ text Although humans are treated as a single race in Mythrin, there are a great deal of varieties. A human can have whatever racial characteristics one can imagine. Their skins range from pale white to dark black, and some have reddish, yellowish skins, or of an olive color. Humans are more social and tolerant than most other races, accepting the company of dwarves, elves, and the like with noticeably less complaining. Because of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage. Although humans have no special talents like the other races, they are more versatile, being skilled in all activities. Humans are slightly agile and strong, but nothing compared to the strength of orcs or the agility of avians. ~ END keyword DROW-GENERAL DROWS-GENERAL~ category undefined~ see_also DROW-MYTHS LANGUAGES~ text Drow are similar in physical build to elves, but of slightly shorter stature. Unlike land elves, Drow have black skin and red eyes, with hair color usually white or varying shades of grey. As drow are a sub-terranian race, they posses infravision and have keen vision in the dark. Unfortunately, both of these traits result in difficulty above ground in daytime. Drows are faster than humans, and have powerful mental abilities. They lack strength, though, and even a full trained drow cannot take as many blows as a human. Because of their magical origins, all Drow are resistant to most forms of magical attacks and can determine if an item is magical merely by looking at it. They are vulnerable to light however. Drow are reasonable warriors, but they more often tend to be dabblers in magic if they are not trained spellcasters... at least those encountered by other races tend to be. Due to their living in the dark, they naturally develop skills in hiding and sneaking. Drow society is primarily matriarchal, with the females heading each family and almost always trained as priests to some god. Themales are typically trained as either warriors or thieves, but magical aptitude is also relatively common among the males as well. Each house is headed by the Matron Mother. When the time comes, the Drow feel that it is their duty to subjugate all other races of the known world, to take their righteous place. The exception is the elves, whom the Drow bear a mutual hatred for, and that will be exterminated, instead of subjugated. This hatred stems from a war fought against the elves roughly a thousand years ago, when the Drow were forced from their old homes on the eastern side of the sea. Most Drow are relatively friendly with Avians and Dwarves, neutral towards halflings, gnomes, and Humans. Orcs, Half-orcs, Gnolls, and Kobolds they generally look upon with contempt. Elves and half-elves they despise utterly ... those of elven descent are safe when a drow is around only if they are substantially stronger - or if the Drow has a reason to let them live. ~ END keyword HALFLING-GENERAL HALFLINGS-GENERAL~ category undefined~ see_also HALFLING-MYTHS LANGUAGES~ text Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible, their feet having thick soles that offer protection enough. Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of their homes to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hardworking when there is need. Halloing homes are well furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better. Strength is not a halfling's pride, nor are their abilities with the arcane arts. Their agility and stealth, though, compensate those flaws by far. Halflings know how to use their natural nimbleness to their best interests, and are very skilled in the arts of sneaking and hiding. The fact that halflings have infrared vision only improves those skills. The very nature of the halflings gives them resistance to poison, disease and magic. ~ END keyword HALF-ELF-GENERAL HALF-ELVES-GENERAL~ category undefined~ see_also HALF-ELF-MYTHS LANGUAGES~ text Half elves are the most common mixed race beings. They are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf and weighing about 150 lbs. In some nations, half elves are viewed with suspicion and superstition. In general, a half elf has curiosity, inventiveness and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors. Half elves do not form communities themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half elves ranges from intrigued fascination to outright bigotry. Having lived mostly among humans, half elves adopted the human language as their own. Half elves do not have all the abilities of the elf, nor do they have the flexibility of the human. They are not quite as agile as true elves, but they are built more solidly, and do not have the weakness of elves either. Half elves inherited the enhanced vision of elves, that allows them to see in the absence of light, and their resistance to charm. As a drawback, they still have their elven ancestors' vulnerability to iron in general. Finally, half elves have a special feature of their own, that being an incredible resistance to poisons. ~ END keyword HALF-ORC-GENERAL HALF-ORCS-GENERAL~ category undefined~ see_also HALF-ORC-MYTHS LANGUAGES~ text A cross breed of humans and orcs, these individuals are scorned by both halves of their parentage. Both races consider the other to be undesirable, and the fact that they can exist in the same body is hardly accepted by either race. Because of this, half orcs tend to lead solitary lives, drifting from place to place, never staying put for too long. These half-breeds are a lot more similar to their orcs parents than to humans. They have their backs slightly curved, sharp canines, and their bodies are all covered with a dark colored fur, much similar to that of orcs, though not as much thick. In some cases, it is only a very thin, soft fur. Half-orcs inherited from humans more delicate features, and a smaller height. Half-orcs have some of the advantages of either race. They are still stronger than humans, smarter than orcs, and have retained the dark vision of their orcish side. Also, they inherited the ability of the orcs to go into a berserk rage, during fights, becoming fearsome foes. It will take several blows to defeat a well trained half-orcs. ~ END keyword ORCS-GENERAL ORC-GENERAL~ category undefined~ see_also LANGUAGES HALF-ORC~ text Orcs are humanoids, but they are higher than humans, their bones and muscles stronger. Their hands and feet are larger, and they have their backs slightly curved. It is not a hunchback, it is just an inclination that makes the head stay a little ahead of the body. Their skin is thick and dark, covered by a fur of a dark color, that can be red, brown, grey, black or green, this last one being extremely rare. The orcs who are part of the oldest clans, and live in cold places, have long fur. The orcs that had contact with towns, and are part of the new clans have short fur or no fur at all. The orcs face is somewhat similar to that of humans, but their maxilla is larger and more prominent; their teeth are as sharp as a dog's, and they have such large canines, that they can't close their mouths, plainly showing those long, sharp canines. Orcs have a small and very rounded nose, and long, pointed ears, with thin skin. They don't have much fur on their faces. Males can have some all around their faces, like a beard, but females usually have only a soft hair. Most orcs have eyes with a reddish color. Due to their infravision, orcs dislike bright lights, and prefer to hunt in the dark night. Granted legendary strength, these humanoids do very well for themselves as warriors and barbarians. Their great constitution allows them to survive even the toughest conditions, but they are also known for not being able to keep their concentration for long on any kind of study and thus an orcish mage is a very rare thing indeed. Orcs in general have a deep hatred, and fear, for magic and the unnatural, and keep themselves as far as possible from those. When faced with such hateful beings and powers, they can go into a berserk state, that turns them into fearsome foes. All orcs are skilled with maces, that being their primary weapon, and in the art of knocking an enemy down with a powerful bash. Orcs live mostly everywhere, usually in harsh landscapes, but one of the most common places to find them are caves and, due to long times living in them, they can see perfectly well in the darkest tunnels with no extra light needed. Orcs are tribal in nature, preferring to live in small groups rather than alone. Their primary purpose on these realms is to destroy the weaklings that hide from battle, be it in deep caves, dark forests, or behind unnatural magic. Orcs are mortal enemies of dwarves, who they battle since the beginning of times. Orcs believe that Grummsh, their God, created them to battle and to conquer the land from the weak. They have managed to form their own way of speaking, and tend to keep to it, rather than learn other ways of communicating. ~ END keyword GNOLLS-GENERAL GNOLL-GENERAL~ category undefined~ see_also GNOLL-MYTHS LANGUAGES~ text This race of northerners is clearly defined by their menacing appearance. Bearing strong ties to canines, the gnoll are well known on battle fields. Although their origins are lost in the sands of time, it is known that some magical force was involved in the early days of the gnoll. Their northern climate suits the cold resistant gnoll very well. Thick pelts of fur help to keep them warm in places no other race would think of living. Aside from that natural defense, gnolls are also known for their ability to shrug off diseases that would cripple weaker beings. As if this assortment of physical prowess was not enough reason to leave a gnoll well enough alone, they also are unthinkably tough. Blows from blunt objects are no more than minor annoyances to your average gnoll. On the other hand, gnolls don't have much patience or talent to deal with magic or other mental abilities. Gnolls are practically born with fighting abilities. From early age, they learn, by themselves, to handle spears and polearms, and to bash their enemies to the ground. It is part of their way of fighting to go berserk. Because of their natural affinity to battle, most gnolls can be found inlisted as mercenaries or conscripted as soldiers. Gnoll speak their own harsh and snarling language that in unmistakable for anything but gnoll-speak. Gnolls tend to stay among their own kind. Whether or not this is due to their language barriers, or that nobody else wants them near is unclear. ~ END keyword GNOME-GENERAL GNOMES-GENERAL~ category undefined~ see_also GNOME-MYTHS LANGUAGES~ text `=? Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have a dark tan or brown skin and white hair. Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting. They are also master tinkerers. When one thinks of research and inventions, one thinks of gnomes. They are always creating some new gizmo, which use remains a mystery to almost everyone. Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. The diminutive stature has made them suspicious of the larger races -- humans and elves -- although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish. Gnomes speak their own language. This small race of tinkerers is very intelligent and wise, making them excellent mages and clerics. Being weaker and less nimble than humans, gnomes to not excel in fighting abilities. They worship two gods, Knor and Delhor, brother and sister out of a triplet that created them. ~ END keyword DUERGARS-GENERAL DUERGAR-GENERAL~ category undefined~ see_also DUERGAR-MYTHS LANGUAGES~ text `=? Duergar, otherwise known as dark dwarves or gray dwarves, are a malevolent breed that typically exist at extreme depths underground. They appear to be emaciated, nasty-looking dwarves, with complexions ranging from medium to dark gray. They prefer drab clothing designed to blend into their background. Duergar sometimes wear jewelry, although such items are usually dull. Duergar society is very harsh, because of the hostile environment in which they are usually found. They are more intelligent and dexterous than their dwarven cousins, but usually physically weaker and less hardy. Duergar have infravision, from many years living in the dark, and are very resistant to poison, disease, and mental attacks. Like their dwarven counterparts however, they are very vulnerable to drowning, and dislike water very much. In addition, because of their many years living in near complete darkness, Duergar are very vulnerable to light and attacks based on light. In fact, like Drow, Duergar will even tend to recover from wounds and fatigue faster in darkness than in light. Duergar are also well practiced in sneaking and hiding, and get these skills for free. Duergar are good at a wide variety of professions, but tend to be best as thieves, mages, spellfilchers, and even warriors in some cases. They speak the same tongue as their dwarven relatives, but do not get along well with them at all, often attacking each other on sight. Other races are not often friendly to them either, but that is alright with the Duergar, who'd rather not deal with them whenever possible anyway. Duergar have a common past with dwarves, but none of the races like to talk much about that. ~ END keyword MREM-GENERAL MREMS-GENERAL~ category undefined~ see_also MREM-MYTHS LANGUAGES~ text This cat like race appeared after the great war. Their myths state that their goddess, Anita, created them. What is certain though is they have height and stature similar to that of humans. However, all similarities end there. All cat-like features are to be found. Mrem's native language is called mremish. Other unique features of Mrem are extended hair growth to the head area, much like a mane found in some felines. Whiskers on the upper lip with sharp eye teeth protruding over their lower lips. All over body hair provide protection against the elements and their non-retractable claw like fingers protect against enemies. The Mrem have soft, long tails which are more often than not concealed under clothing rather than left to hang free. Pointy ears provide exceptional hearing but also make them sensitive to loud noises. Cat-like eyes provide exceptional night vision and a sensitive nose provides for an enhanced sense of smell. Mrem live in highly structured social environments. Mrem prefer to not live in open spaces but in lightly wooded forests, often making their homes within the trees. Mrem, being fond of communal living can also be found living quite happily in human communities. Mrem spend much of the day sleeping because of their high metabolic rates, this means they will tire quicker than most other races when actively doing something. Mrem are exceptionally fond of the night and can often be found hunting individually at this time. Mrem young are called kits, whom are taught from an early age to hate and fear reptiles as all Mrem do. Mrem rarely put faith in the gods and hence struggle as Clerics and Paladins. Mrem are very agile creatures with lightning quick reflexes. They are also slightly stronger, even if their constitution is not at tough as that of a human, and they have good memory and reasoning. The woodland home of most Mrem and their enhanced senses provide an excellent basis for a Mrem to become versed in woodlore. As such Mrem make excellent Rangers and Druids. ~ END keyword LIZARDMAN-GENERAL LIZARDMEN-GENERAL~ category undefined~ see_also LANGUAGES~ text `=? Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering. Adult lizard men (and women) stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to tell from females without close inspection. Lizard man garb typically consists of strings of bones and other barbaric ornaments. They speak their own language, and very often gnoll as well. Lizard men usually have excellent strength, durability, and agility, thus make good fighters, thieves, barbarians, or even rangers. Often lacking intelligence and rational thought patterns, lizard men make very poor magic-users, although rarely a shaman with clerical abilities may be found. They are naturally resistant to both disease and bashing attacks. Lizard men are typically well-practiced with their weapon of choice, being spear and sword weapons they learn to use the moment they have the strength to hold one. Warfare is part of lizard men day-to-day life, and their warrior skills are sharpened to the point any of them can use their weapons to their limits. ~ END keyword VOADKYN-GENERAL VOADKYNS-GENERAL~ category undefined~ text Voadkyn are also known by more common name of wood giants. They are one of the smallest of the giant-kin races, vaguely resembling giant-sized wood elves. They stand about 9 1/2 feet tall and with approximately 700 pounds. They have the same physical proportions as humans, which gives them a thinner, lighter look then other giant-kin. Wood giants have no facial or body hair They have large heads as compared to their bodies, and their jaws, chins and mouths are especially prominent. Their ears are on a higher plane then human ears, resting almost completely above the line of the eyes. The skin of a wood giant can be any shade of brown mixed with yellow or green. They like to wear leather armor or ring mail, and they carry a special steel-tipped sheath for their sword which allows them to use it as a walking stick. They often disdain footwear, leaving their feet bare, though they do wrap their ankles in strips of leather. They dress in loose trousers or short kilts stained in forest colors, and always wear a leather forearm sheath to protect their bow arm. Wood giants usually live in the same forests favored by wood elves, whom they are good friends with. In fact, the two races often co-exist. They share a bond that goes back further than the oldest legends. They do not make their own lairs, preferring to live under the stars or to share a wood elf lair when shelter is needed. They do not have a language of their own, sharing the elven language, as well. The bond between wood giants and wood elves extends to the other elven races. Wood giants tolerate the company of most elves. Usually, they do not mix with other intelligent creatures, except for the occasional treat. Voadkyn are flighty and frivolous by nature. They have a fondness for finely cut gems and well-crafted magical items. They also love to eat and drink wine, usually in large amounts. Wood giants give in to sudden whims and rarely take anything seriously. Those that decide to become adventurers are mostly in it for the fun they believe awaits them and for the treasures they believe they will earn. They are fun-loving beings. More serious companions consider them to be irrational, foolish, and even obnoxious. Still most believe wood giants to be friendly and enjoyable company. Wood giants love to eat, and they always have a sack of nuts and seeds from which to snack. When traveling with other adventurers, a wood giant can be heard munching on some plant by product almost constantly. They eat all kinds of vegetables and plants, including leaves and roots that other humanoid races find inedible. They do not eat meat. Voadkyns are known to be a lithe and intuitive people. Their strength is also over the human average, but they aren't known as the most charismatic of races. The living in the woods granted them the ability to sneak silently, and natural to their race is the ability to sense the proximity of heat, even that of living beings. `CSEE: VOADKYN-MYTHS VOADKYN-SOCIETY LANGUAGES ~ END keyword ALAGHI-GENERAL ALAGHIS-GENERAL~ category undefined~ see_also ALAGHI-MYTHS LANGUAGES~ text The Alaghi are distant relatives to elhi, an extinct race of snow dwelling animals. Alaghi are forest dwelling humanoids. They have barreled chests, short necks, and wide flat heads. Their short legs are thick, their hands and feet large, and their hair is thick: blond, reddish, brown, or charcoal gray. They stand about 6 feet tall, weigh over 300 pounds and are very strong. Most Alaghi live as semi-nomadic hunter-gathers. Sedentary alaghi set up communities of crude huts or large cave complexes. Alaghi communities are generally mistrusted, though some neighbors will trade manufactured good for pelts, game and ore. The rarest alaghi are philosophical hermits. These forest dwellers tend to be shy and peaceful. The hermitic alaghi are curious and helpful to those in need. They love riddles and games of strategy, often seeking competition from willing humans and demihumans. They especially enjoy a good game of chess. And above all alaghi love hunting, for the sport of it. They all know how to stealthily follow animals. Alaghis usually brawl to settle disputes, and they are skilled in placing blows in the right places, causing more damage. Alaghi tend to fear things which appear to them as unnatural, including wizard spells, undead creatures, and metal arms and armor. They worship the God of Stability, Kerenos, who is said to have given them the gift of conscience. ~ END keyword MINOTAUR-GENERAL MINOTAURS-GENERAL~ category undefined~ see_also MINOTAUR-MYTHS LANGUAGES~ text Most minotaurs are a cursed race, created by magic, to be used as slaves. They have a deep hatred for all kinds of magic, and do not worship any god. Minotaurs are a xenophobic race, and dislike all other races, preferring to live their lives by their own, with few contact with others. Interestingly, they lack a language of their own, and have adopted the human language. While many minotaurs are brutal, uncivilized savages, they are not mindless killers. Most are ruthless, harsh, and stubborn, but some are thoughtful and even sophisticated. A few are known for gentleness and kindness. And those are the ones that do not share the xenophobia of their race. All of these minotaurs are ver muscular, broad and very tall (7 to 7 1/2 feet tall). They have the head of a bull and the body of a human male. They usually live in a very primitive fashion, in caves, forests, or ruins. Minotaurs venerate physical strength above all else. The strong, they believe, should naturally rule. Surrender is viewed as weakness, so minotaurs almost always fight (or argue) to the death. They are extremely cunning and have excellent senses. They will attack without fear and retreat only if the opponent is obviously beyond their ability to defeat. Minotaurs seldom spend much time developing their mental abilities. Suspicious of other people, as they are, they all study fighting skills to defend themselves, like bashing the enemies, or dealing powerful blows. Minotaurs also know how to use very well their horns on a fight. They have a great durability and their magical nature gives them the abilities to see heat sources, as well as those that are hiding around them. ~ END keyword GOBLIN-GENERAL GOBLINS-GENERAL~ category undefined~ see_also LANGUAGES~ text Goblins are small humanoids, growing to a height of about four feet tall. They have flat faces, broad noses, pointed ears, wide mouths, and small sharp fangs. Though they walk upright, their arms hang down to their knees. Their dull, glazed eyes range in color from bright red to gleaming yellow. Their speech is harsh and of a higher pitch than humans. They don't have a language of their own, but usually speak kobold and orc. These humanoids are general evil in nature, and often they are great cowards as well. They avoid direct confrontations whenever possible, preferring the safety of ambushes. They use simple, even crude, strategies and tactics. They do not believe in fair fights, for many-on-one works much better than one-on-one to the goblin mindset. Goblins live in dark caves and dismal underground dwellings. They only come above ground at night or on dark, cloudy days. Goblins and their lairs carry a foul stench, due to their lack of sanitation. Their tribes share with large common area set aside for eating and sleeping. Treasure and property belongs to the entire tribe, though the chief and his subchiefs watch over it. Only their leaders have separate living areas. Each tribe has an exact pecking order, and every goblin knows his exact place in it. The way to move up the social ladder is through battle, and goblins constantly fight among themselves to improve their station in life. Tribes regularly take slaves for food and labor. They keep these slaves constantly shackled and under guard. Females are not afforded the same rights as males in goblin society, and females never learn to fight. Their role is to service the males and care for the young. Goblins take great pleasure in killing. They do not eat much, but they eat almost anything. Rats, snakes, humans, and other humanoids make up the bulk of their diets. When food is scarce, they will even eat carrion. They hate most other humanoid races, especially gnomes and dwarves. Goblins are a sneaky race, lacking some smartness in their thinking, and are specially vulnerable to magic. Their god, Zeok, the God of Seas, gave them the mission of defeating all other races. ~ END keyword RACE-APPLY~ category race~ parent_help RACE-OVERVIEW~ text To have a new race please send an email to `=_ADMIN with this info. * Race help file. (see help `=_race-elf for example) * Race table information. (see help `=_race-table) * Race stat information. (see help `=_race-stat) * Race language. (see help `=_race-language) And any other relevant info. ~ END keyword RACE-LANGUAGE~ level 92 category undefined~ text `=? Either use an existing language or create your own language Current languages: "human", "elven", "dwarven", "gnomish", "halfling", "orcish", "drow", "avian", "gnoll", "lizardman", "kobold". Information needed. This is how human looks: /* human */ { { " ", " " }, { "1", "1" }, { "2", "2" }, { "3", "3" }, { "4", "4" }, { "5", "5" }, { "6", "6" }, { "7", "7" }, { "8", "8" }, { "9", "9" }, { "0", "0" }, { ",", "," }, { ".", "." }, { "!", "!" }, { "'", "'" }, { "_", "_" }, { ";", ";" }, { ":", ":" }, { "=", "=" }, { "\"", "\"" }, { ")", ")" }, { "(", "(" }, { "*", "*" }, { "&", "&" }, { "^", "^" }, { "%", "%" }, { "$", "$" }, { "#", "#" }, { "<", "<" }, { ">", ">" }, { "-", "-" }, { "?", "?" }, { "@", "@" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }, This is how another language might look: { { " ", " " }, { "1", "1" }, { "2", "2" }, { "3", "3" }, { "4", "4" }, { "5", "5" }, { "6", "6" }, { "7", "7" }, { "8", "8" }, { "9", "9" }, { "0", "0" }, { ",", "," }, { ".", "." }, { "!", "!" }, { "'", "'" }, { "_", "_" }, { ";", ";" }, { ":", ":" }, { "=", "=" }, { "\"", "\""}, { ")", ")" }, { "(", "(" }, { "*", "*" }, { "&", "&" }, { "^", "^" }, { "%", "%" }, { "$", "$" }, { "#", "#" }, { "<", "<" }, { ">", ">" }, { "-", "-" }, { "?", "?" }, { "@", "@" }, { "master", "mashter" }, { "him", "im" }, { "yes", "yesh" }, { "no", "niooo" }, { "mine", "mine" }, { "magic", "magish" }, { "me", "mesh" }, { "i", "ssh" }, { "kill", "canjshan" }, { "murder", "canjshan" }, { "death", "canjshan" }, { "slay", "canjshan" }, { "destroy", "canjshan" }, { "corpse", "canjshan sha" }, { "a", "aa" }, { "b", "m"}, { "c", "ch" }, { "d", "l" }, { "e", "ee" }, { "f", "y"}, { "g", "h" }, { "h", "p" }, { "i", "ii" }, { "j", "ff"}, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "k" }, { "o", "oo" }, { "p", "d" }, { "q", "d" }, { "r", "j" }, { "s", "ssh" }, { "t", "h" }, { "u", "uu" }, { "v", "" }, { "w", "whh" }, { "x", "" }, { "y", "p" }, { "z", "sshh" }, { "", "" } } Basically just replace an actual word with how it will look to someone who isn't versed in the language. `CSEE: EMAIL ADMIN POLICY RACE ~ END keyword RACE-STAT~ level 92 category undefined~ see_also EMAIL ADMIN POLICY RACE~ text `=? Information you need. race name (for example "kobold") short name (for example "Duergar" can only be 6 digits long) points (for example 10, meaning the race costs 10 creation points) class multipliers (for example 100 means they are good at a class 200 means they are bad) bonus skills (for example kobold get `"sneak", "hide", "steal") for free) base stats (for example orcs are strong ie + 20 to strength) size (see builders docs for sizes) language (see language-apply) recall_room (depending on races basic alignment GOOD_RECAL_VNUM or EVIL_RECAL_VNUM) How I would like to see it. { /* "Name", "Sh_Name", CP, {MAG, CLE, THI, WAR, DRU, PAL, RAN, BAR, SPE}, */ "kobold", "Kobold", 10, {250, 200, 100, 110, 200, 200, 200, 125, 200}, {"sneak", "hide", "steal", "human", "gouge" }, /* { ST QU PR EM IN CO AG SD ME RE}, Size, */ {-10, 5, 0, 0, 0, 5, 10, 0, -5, -5}, SIZE_SMALL, /* language min_hp's max_hp's min_size max_size */ "kobold", 12, 140, 30, 50, ROOM_VNUM_EVIL_RECAL, N }, ~ END keyword RACE-TABLE~ level 92 category undefined~ see_also EMAIL ADMIN POLICY RACE~ text `=? Information you need and how I would like it set out. { name_for_race, TRUE, action bits, affected_by bits, offensive bits, immunities, resistances, vulnerabilities, form flags, part flags ), See builders document for flags and bits. ~ END keyword BREATH-WEAPONS FIRE-BREATH FROST-BREATH GAS-BREATH LIGHTNING-BREATH ACID-BREATH~ category undefined~ text `=? Dragons are the most ancient of the races. Their powers are legendary to all, not the least of which is their breath weapons. This is an ability of which a dragon can breathe out a powerful concentration of a particular element, often that most closely associated with their nature. The different breathe weapons are flame, frost, acid, gas, and lightning. And while a particular dragon will be most proficient in that closest to his particular nature, he may still be able to use multiple different breathe weapons. Each breathe weapon can be a power in its own. Acid's able to dissolve armor, Flames which sublime diamonds, Lightning to paralyze a person with its sheer energy, clouds of Poisons or Frost which can strike down whole groups of foes at a time and sap their strength. ~ END keyword GOUGE~ category undefined~ see_also RACIAL-SKILLS KOBOLD~ text `=? `=lSyntax:`=? gouge <victim> Kobolds carry many diseases and germs under their sharp finger nails. Although this may seem a hindrance, it is often a kobolds first line of attack, kobolds are well known to attempt to gouge opponents, a side effect of this is that the unlucky victim is poisoned. Kobolds can continually gouge a victim even to the point of death, that is unless you don't squash the little pest first. ~ END keyword CLAW~ category undefined~ see_also RACIAL-SKILLS DRAGON-KIN DRACONIAN-GENERAL MREM~ text `=? `=lSyntax:`=? claw <victim> Common attack of races endowed with claws. A claw will cause great damage to the unwary victim, often resulting in death from loss of blood. ~ END keyword TAIL~ category undefined~ see_also RACIAL-SKILLS DRAGON-KIN DRACONIAN~ text `=? `=lSyntax:`=? tail <victim> Common attack of races endowed with tails. A tail will cause great harm to the unwary victim, often causing a victim to lose balance and fall as well as taking a nasty knock. ~ END keyword APPRAISE~ category undefined~ see_also RACIAL-SKILLS DWARF DUERGAR~ text `=? `=lSyntax:`=? Appraise <object> A skill inherent of dwarves and duergar, enabling them to value and assess an object at a glance. ~ END keyword COBBLE~ category undefined~ see_also RACIAL-SKILLS GNOME~ text `=? `=lSyntax:`=? cobble <object> Gnomes being a tinkering race, are able to naturally learn to fix and mend some items. ~ END keyword HUMAN-SOCIETY~ helpflags hide_keywords~ category undefined~ text The Humans Society. `1`1 The humans of Mythrin live, mainly, on the continent of Endomar, on a monogamist, patriarchal society. To the man, is given the duties of earning a living and taking care of the physical maintenance of the family's life, and the woman has the duty of caring for their children and supporting her husband whenever possible. However, it is not uncommon to see women in places of command, or a man caring for his children (usually in the event of his wife's death). `1 The human society is basically centered around self-supporting towns governed by the few men who show leadership skills or a wide view of things. Humans believe in magic and are not surprised by it, in the general, but are innately afraid and careful around a mage, even when he is a mage himself. It is not unusual to see some cities or castles governed by mages. `1 Their society is agrarian in nature and is basically centered around practical creativity. They do not invent many new tools or equipment (the gnomes do it far better), but, rather, use the other's tools and equipment to their own purposes. This adaptation (or perversity, as some call it), is a rather predominant characteristic of their society. `1 They do have temples dedicated to their gods, and usually attend ceremonies help in honor of one god or another. They do not serve one of their gods in specific, but, rather, believe and (at least in the outside) follow every one in general (with the exception of paladins and clerics, who dedicate their lives to serving one specific deity, without, however, ignoring or leaving the others behind). `1 Human society is quite deterministic in that there is little chance for one to advance socially in life, without leaving his/her town and going somewhere where he is mostly unknown. Children are raised to follow their father's steps and are expected to continue their profession, "As I served this lord, and my father before me, and my grandfather before him, and my great-grandfather before him, will you serve him as well" is a common enough line to hear. ~ END keyword HUMAN-PSYCHE HUMAN-PSICOLOGY~ helpflags hide_keywords~ category undefined~ text For extensive information and formation on the human psyche, please, refer to any book from the following authors: `1 `1 Sigmund Freud `1 Carl Jung `1 Adler `1 Lacan `1 `1 If you have any other psychiatrist and/or analyst you wish to see added to this list, please, note rp about him. ~ END keyword AVIAN-SOCIETY~ category undefined~ text Avians are basically a merchant race, and so, a great deed to an avian usually involves some great commercial achievement. They are respected for their administrative and economic discernment. The most respected professions are those in the commerce. Nor necessarily those that are worth a great deal of money. Amazingly, wealth is not the most wanted goal among avians. To them, to be in a position that allows them to enhance commerce, and wealth, for the race as a whole, is much nobler. Those who, in a selfish way, pile up gold in chests under their beds are hardly respected. Avians work for avians. They care and look for each other, and seldom worry about other races problems. Specially draconians, who, for an unknown reason, are deeply hated. Males and females share work, and there is no division of activities, both can do all types of work. All children go to school, and usually join their parents in their fields of activity afterwards. Due to this, there isn't much change in the avian's society structure, for those who achieve something are commonly those who were close to great commercial activities. Avians are famous for their distrust. They seldom trust other races, and even among themselves, commercial relations are sometimes shaken by distrust. That is the reason why avians are not the economical leaders of Mythrin. ~ END keyword VOADKYN-SOCIETY~ category undefined~ text Voadkyns are somewhat individualists, and take all decisions concerning their lives by themselves. Seldom will a Voadkyn forest have a leader. That does not mean that voadkyns don't have a social life. On the contrary. There are clearings in their forests where they gather every day to chat and perform certain ceremonies. When there is something that affects all the local Voadkyn community, like a war, a danger to their forest, or a treaty with some other race, all of the reunite at the Great Clearing. From the oldest to the youngest, even the newly born, come to discuss important matters. Each of them can speak and tell their thoughts. At the end, they vote, and the majority decides which course will be taken. Children's votes are counted the same way an adult's is, for they are very much respected. Voadkyns are a race that reproduce very slowly, thus they cherish all their children. This way of life makes any decision need a long time to be made. Thus, Voadkyn influence in Mythrin's politics is very small. ~ END keyword RACE-CREATE~ category undefined~ text `CRedirection help file.`=?`+ `+ The following help files are about creating new races for the Dawn of Time players. Check out the builders doc for more information regarding new races and meaningful flags.`+ `+ `=lType: `=Chelp `=_'RACE-APPLY`+ `=? For information on applying for a new race (email to ADMIN)`+ `+ `=lType: `=Chelp `=_'RACE-LANGUAGE`+ `=? For help on how to create a new language for a race`+ `+ `=lType: `=Chelp `=_'RACE-STAT`+ `=? For help on the stat information about a new race`+ `+ `=lType: `=Chelp `=_'RACE-TABLE`+ `=? For more help on the layout of a new race ~ END keyword INTERBREEDING HALF-RACES~ level 1 category undefined~ text .. `#`GExistant half-races in Mythrin`^ These are the races that can interbreed and produce fertile offspring, in the realms of Mythrin. `#`B Parents Children `b ------- --------`^ orc+human half-orc elf+human half-elf drow+human drow or human drow+elf drow or elf draconian+human draconian or human lizardman+draconian lizardman or draconian mrem+gnoll mrem or gnoll dwarf+duergar dwarf or duergar gnome+dwarf gnome or dwarf gnome+duergar gnome or duergar gnome+halfling gnome or halfling minotaur+human minotaur or human goblin+kobold goblin or kobold The children, though, do not carry features of both parents. One of the races always takes precedence, and so it is impossible to tell these children from pure ones. The exceptions are half-orcs, and half-elves. ~ END keyword RACE-AGES RACES-AGES~ level 1 category undefined~ text . Below is a table with the lifespans of Mythrin races. Release age is the age maturity is reached. Note that this list is a guideline to rp, and your character's background. Ages listed below have no gameplay effect, since death due to old age doesn't exist in the game. `#`m Race Release Life-Expectancy `M---- ------- ---------------`^ Alaghi `#`s20`^ 85 Avian `#`s15`^ 120 Draconian `#`s12`^ 250 Drow `#`s100`^ 850 Dwarf/Duergar `#`s40`^ 450 Elf `#`s100`^ 750 Faerie `#`s200`^ 850 Gnoll `#`s5 `^ 35 Gnome `#`s60 `^ 500 Goblin `#`s8`^ 35 Halfling `#`s20`^ 200 Half-Elf `#`s15`^ 185 Half-Orc `#`s15`^ 90 Human `#`s15`^ 110 Kobold `#`s8`^ 40 Lizardman `#`s10`^ 60 Minotaur `#`s10`^ 110 Mrem `#`s20`^ 200 Orc `#`s10`^ 60 Voadkyn `#`s50 `^ 800 Troll `#`s10`^ 80 ~ END keyword TROLL-GENERAL TROLLS-GENERAL~ category undefined~ text Little is known of these fearsome predators, neither of their origins nor their insatiable thirst for blood. Trolls are found in all climates, from the bitter cold of the northlands, to tropical jungles, and everything imaginable in between. The appearance of a troll is unmistakable -- they tower at a height averaging nine feet, with a thick, rubbery hide which ranges from sickly yellow, to mottled green, to night black. Their hunched frames ripple with muscle, giving them unsurpassed strength, but hindering their agility. Their powerful arms end in maladroit paws, best suited to handling heavy weapons. Trolls organize themselves into loosely-knit clans, generally led by the last one left standing after a period of in-fighting. As a whole, trolls are savage, brutal killers, with little regard for things such as honor or morality. In truth, such concepts are likely beyond a troll's limited capacity, evidenced in their unsettling thirst for blood and violence. A troll's thick hide is all but impervious to bludgeoning attacks, shrugging off blows which might easily cripple a human. Their endurance is similarly impressive, earning trolls a storied reputation of being able to withstand attacks for impossible periods of time. Trolls are unsurpassed in their ability to recuperate after battles, even the deepest gashes and scars are quick to bind. Only when burned by acid or fire might a troll be slow to recover. Trolls are all but born with fighting abilities. From an early age, they learn to protect themselves, mastering the secrets of bashing and enhanced damage with ease. As such, they excel as barbarians, but find it almost impossible to advance in the realms of spellcraft or the priestly arts. Having long ago forsaken civilized communities, trolls might also function as competant rangers; a few have even been known to dabble in the druidic arts. Trolls speak their own language, a gutteral hybrid of human, orcish, and several other tongues, which is characterized by its baritone growls and brass-throated tones. Trolls are generally shunned by civilized societies, and as such, will most often be found in the company of their own. ~ END keyword FAERIE-GENERAL FAERIES-GENERAL~ category undefined~ text Faeries are a shy and reclusive people found predominantly in sylvan settings, living in harmony with nature. They stand no taller than two and a half feet in height, and have thin, semi-transparent wings which seem to flutter constantly. Their features are reminiscent of elves, cast in miniature, with slender faces and finely tapered ears. They have silken hair in a myriad of vibrant colours, ranging from spun gold to stormy violet. By nature, faeries are kind, if mischievous, and would never willfully cause harm to another, except to protect their beloved woodlands. That said, faeries abhor evil and ugliness, their somewhat uppity aesthetic causing long standing conflicts with orcs and trolls. These little beings are not born, as commonly known. In their magical land, a huge mushroom grows. Under it, from time to time, a flower blossoms, and from within it, a faerie is born. They don't grow during their lives, nor change physically, unless they are harmed. Faeries possess exceptional intelligence. Their mental faculties lend faeries a natural resistance to magic and illusions. Their keen memory and reasoning abilities are unparalleled, and as such, faeries excel in the arcane arts. Even from an early age, faeries are trained at meditation and mana focusing, lending them an unsurpassed aptitude at sorcery and spellcraft. Their close bond with nature also makes them uniquely talented as druids, as well. Though incapable of malice, faeries are merry pranksters, and some have been known to delve into the roguish disciplines. The obvious lack of musculature and their mercurial nature makes faeries unlikely warriors. Their diminuitive form and frailty makes faeries vulnerable to all forms of poisons, as well as earning them a reputation for being short-lived in melee combat. Faeries speak their own tongue, a musical language which sounds more like singing than speech. It is indeed a rarity to find an outsider with any degree of fluency in this melodic language. ~ END keyword VANISH~ category undefined~ see_also RACIAL-SKILLS FAERIE~ text `#`=lSyntax:`^`1 vanish`1`1Because of the weak physical nature of faeries, they have been forced to be masters of stealth. Faeries have the ability to vanish from plain sight, making them invisible to anyone but other faeries. This is only meant as a quick means of escape though, because they will reappear just minutes after vanishing, leaving them unable to vanish again for quite some time.`1 ~ END EOF~ #$