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Date Posted: 17:18:04 05/09/00 Tue
Author: megistias
Author Host/IP: node13087.a2000.nl / 24.132.48.135
Subject: What about race descriptions? ALL RACES
In reply to: megistias 's message, "What about race descriptions?" on 22:49:02 05/07/00 Sun

Races as in DR... i just cut & paste it from the DROP site...just read it and make some notes where things need to be changed.. And as jamadais said, its only about the desc..the rest will be looked at later.

Meg

DWARVES are short, bearded folk who could be
characterised as stoic survivors. Though small in
stature, they are powerful in body and make fearsome
fighters. The dwarvish capacity for drink is
legendary, but being somewhat humorless and grim by
nature, they seldom make good drinking companions.
Dwarves are an avaricious race who place great
importance on money. Perhaps because of this, they
spend a great deal of time underground, mining the
earth for its riches. Dwarves tend to mistrust magic
and those who use it.

Racial Modifiers: Strength +2, Intelligence -2, Wisdom
-2, Dexterity -2, Constitution +4, Mana -50

Racial Abilities: Assess (gives an approximate guide
to the worth of items)
Endurance (permits longer periods without food or
water)
Infravision (allows normal vision in complete
darkness)

Classes Permitted: Bard, Cleric, Ranger, Thief,
Warrior
Typical Lifespan: 300-400 years


ELVES are fey creatures with a great affinity for
magic. They prefer to dwell in peaceful, natural
settings such as forests. They have exceptionally keen
senses and reflexes, and are without peer in the
fields of woodscraft and archery. Elves have a strong
dislike of drow, for there are ancient hatreds between
the two races. Like the drow, though, elves have an
enormously long life span that makes them virtually
immortal, barring only accidental or violent death.

Racial Modifiers: Strength -1, Intelligence +2, Wisdom
-1,
Dexterity +2, Constitution -2, Mana +50

Racial Abilities: Camouflage (allows concealment in
the wilderness)
Detect Hidden (can see hidden and concealed
characters)
Classes Permitted: Assassin, Bard, Elementalist,
Enchanter, Ranger, Sorcerer, Thief, Warrior

Typical Lifespan: 40,000-50,000 years



GIANTS (BRAEMAR) are enormous creatures often
characterised by smaller races as huge, dumb brutes.
While it is true that giants lack in wit, their
powerful physique inspires respect in even the most
determined detractor. Their large size and lumbering
movements makes them unsuited to professions requiring
nimbleness or subtlety, and they rarely have the
brainpower needed to be an effective
spellcaster. As fighters go, though, giants are
fearsome indeed.

Racial Modifiers: Strength +5, Intelligence -3, Wisdom
-3,
Dexterity -4, Constitution +5, Mana -50

Racial Abilities: Bash Door (can smash through closed
or locked doors)

Classes Permitted: Cleric, Ranger, Warrior

Typical Lifespan: 75-95 years


DROW are dark elves, dark of skin and dark by nature. They often follow evil purposes, devoting themselves fanatically to secret causes. Though they are weak in body, they are strong in the use of magic. Drow and elves hate one another passionately, for there are ancient enmities between the two races. The two are fey cousins, however, and share an enormously long life span. Barring an accidental or violent death, drow will normally live until they tire of life.

Racial Modifiers: Strength -2, Intelligence +2, Wisdom -1,
Dexterity +1, Constitution -1, Mana +50

Racial Abilities: Faerie Fire (outlines opponents with a ghostly light) Infravision (allows normal vision in complete darkness)

Classes Permitted: Assassin, Cleric, Elementalist, Enchanter, Necromancer, Ranger, Sorcerer, Thief, Warrior

Typical Lifespan: 40,000-50,000 years


HALF-ELVES are the progeny of elven and human parents. They generally inherit their elvish parent's keen wits, sharp senses, and affinity for magic, and their human parent's adaptability. While the phenomenal elvish life span does not normally get passed on, half-elves have a lifespan far in excess of what a human might reasonably expect. Some half-elves have difficulty finding a niche for themselves in either human or elvish society. It is not uncommon for such characters to try to exclusively follow either their human or elven half.

Racial Modifiers: Strength -1, Intelligence +1, Dexterity +1, Constitution -1, Mana +25

Racial Abilities: Detect Hidden (can see hidden or concealed characters)

Classes Permitted: Assassin, Bard, Elementalist, Enchanter, Necromancer, Ranger, Sorcerer, Thief, Warrior

Typical Lifespan: 300-400 years



HALF-ORCS are the spawn of orcish and other (generally human) parents. Because the union between their parents is seldom a willing one, their lives are rarely happy. Under the difficult conditions in which they grow up, their orcish parent's cruel and callous nature tends to come to the fore. Half-orcs are often resentful and sullen by nature, for their mixed blood normally means they are treated with contempt by both human and orcish societies. They make good fighters, but their orcish blood tends to diminish their intelligence and spellcasting powers.

Racial Modifiers: Strength +1, Intelligence -1, Wisdom -1,
Constitution +1, Mana -25

Racial Abilities: Hunt (allows automatic pursuit of opponents who flee)

Classes Permitted: Assassin, Cleric, Necromancer, Ranger, Thief, Warrior

Typical Lifespan: 60-80 years



HUMANS are the dominant race within Dragon Realms. It is difficult to point to any one thing that gives human beings an advantage over the other races, unless perhaps it is their adaptability. It may be that, having a somewhat shorter life span than many of the other races, they are driven to accomplish more. In any case, humans have the widest possible choice of character classes, and are able to progress their ability scores to levels that make them
pretty much ready for anything.

Racial Modifiers: None

Racial Abilities: +1 to all maximum attribute scores

Classes Permitted: Assassin, Bard, Cleric, Elementalist, Enchanter, Necromancer, Ranger, Sorcerer, Thief, Warrior

Typical Lifespan: 70-100 years



MERFOLK (MER) live beneath the ocean waves, in wondrous and magnificent cities. They are capable of breathing water, and are able to pass this ability on to others of their choosing. Because most encounters between merfolk and the land-dwelling races are the result of fishing incidents, they tend to mistrust other races, often regarding them as barbarous. Although their society is somewhat insular, merfolk are a civilised and very cultured race.

Racial Modifiers: Wisdom +1, Dexterity -1

Racial Abilities: Breathe Water (can breathe water as if it were air) Breathe Water (can magically allow others to do the same) Swim (allows movement through water)

Classes Permitted: Bard, Cleric, Enchanter, Sorcerer, Warrior

Typical Lifespan: 70-100 years


ORCS are a crude and barbarous species. They live harsh lives, often dwelling in tribes where respect is only earned through strength. They dislike most other races and, in return, most other races dislike them. Orcs possess great fecundity, breeding at a pace which would be frightening, were it not for the fact that their brutal lifestyle and short life span kills them off nearly as
quickly. Orcs are not clever creatures, and make poor spellcasters. They are, however, fearsome fighters.

Racial Modifiers: Strength +2, Intelligence -2, Wisdom -2,
Constitution +2, Mana -50

Racial Abilities: Hunt (allows automatic pursuit of opponents who flee) Track (can locate nearby creatures by looking for tracks)

Classes Permitted: Assassin, Cleric, Necromancer, Ranger, Thief, Warrior

Typical Lifespan: 50-60 years



PIXIES (FAE) are tiny, fey creatures with great magical talents. Small and sprite-like, they are capable of flight using their tiny wings. Pixies are mischevious by nature and often delight in practical jokes played upon the larger races. As might be expected, their puny stature makes them unsuited to professions that require strength or stamina, but wherever magic and nimbleness are needed, they excel.

Racial Modifiers: Strength -5, Intelligence +3, Dexterity +5, Constitution -5, Mana +50

Racial Abilities: Detect Invis (can see things that are normally invisible) Fly (can move through airy terrain and fly over things) Invis (can magically make themselves invisible)

Classes Permitted: Bard, Elementalist, Enchanter, Thief

Typical Lifespan: 800-1000 years



TROLLS are huge, lumbering creatures of hideous aspect and brutish disposition. Green skinned, long-limbed and massive, they inpire fear and hatred in most races smaller than they are. Understandable, since your average troll will happily eat anything smaller than itself, regardless of the intended meal's feelings in the matter. Trolls tend to be solitary creatures. Even other trolls don't enjoy their company much.

Racial Modifiers: Strength +4, Intelligence -4, Wisdom -4,
Dexterity -4, Constitution +6, Mana -75

Racial Abilities: Infravision (allows normal vision in complete darkness) Regeneration (allows rapid healing of most types of damage)

Classes Permitted: Ranger, Warrior

Typical Lifespan: 75-95 years

~~~~~~~~~~~~~~~~~~~~~~

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