The Races of NetherWorld
The race you choose for your character plays a large role in how your
character will develop. Your race will help your initial stats in some
areas based on which race you choose and the bonuses and penalties
associated with it. In addition to your initial stats, each race has a
maximum ability level for each attribute, which corresponds to the
bonuses and penalties for each race. The race you select also affects
the class you can be (e.g., Paladins can only be human, half-elf, elf, or
high-elf).
- Aquatic Elf
- As their name implies, aquatic elves are natives of the oceans of NetherWorld,
particularly the Karachian Sea and the Adreyatic Ocean. There, they are the
implacable enemies of evil races such as the sahuagin and ixitxachitl, fighting
them tirelessly. While they are born and typically live in the ocean, there
are certain members of the breed who can survive on land without any problems
while still retaining their ability to swim and to breathe underwater. They
tend to be physically stronger than their land-based cousins.
Aquatic Elves can be mages, clerics, thieves, warriors, psionicists, monks, and druids.
They gain bonuses to strength and constitution and suffer penalties to wisdom
and dexterity.
- Drow
- The Drow, known also as Dark Elves, are the wickedest of the elves, dwelling
deep underground and worshiping the maleficent spider demon-goddess, Lolth.
Except for a few outcasts who have fled to the relative safety of the surface
world, it appears that members of the race hate all other races. Much like
their elven cousins, they have infravision.
Drow may be mages, clerics, thieves, warriors, darkbringers, psionicists,
defilers, monks, and necromancers. They gain bonuses to strength, intelligence,
and wisdom and suffer penalties to dexterity and constitution.
- Duergar
- Also known as dark dwarves, this villainous race of subterranean dwarves has
been warped by ancient, evil forces as well as their ancestors' misguided
dabblings in eldritch wizardry. Unfortunately, this has left them weak in
body; however, they have made up for this weakness in other ways. They are
highly skilled in magic and thievery. Duergar have infravision.
Duergar can be mages, clerics, thieves, warriors, darkbringers, psionicists,
defilers, and necromancers. They gain bonuses to wisdom and dexterity and
suffer penalties to strength and constitution.
- Dwarf
- Dwarves are a short, sturdy folk who dwell in the mountains north of
Midgaard. They are warriors of surpassing might and also are quite
skilled in metalworking and related disciplines. Dwarves, however,
are not very good at the practice of magic, although they may be
spellcasters. They may see in the dark, using their natural skill of
infravision.
Dwarves may be mages, clerics, thieves, and warriors. They gain bonuses
to strength and constitution and suffer penalties to intelligence and
wisdom.
- Elf
- Elves are the children of the forest, drawing great pleasure in the many
aspects of nature. They tend to be quite graceful; when they walk, one
is somehow reminded of a soft spring breeze. They are quite skilled as
warriors and spellcasters. Elves have infravision, allowing them to see
in the dark.
Elves may be mages, clerics, thieves, warriors, paladins, rangers, monks,
psionicists, druids, and necromancers. They gain bonuses to wisdom, intelligence,
and dexterity and suffer penalties to strength and constitution.
- Giant
- Giants are large, hulking brutes who inhabit the mountains of NetherWorld.
They are extremely slow-witted but are also exceedingly strong. They are
excellent warriors and barbarians.
Giants can be mages, clerics, thieves, warriors, druids, and barbarians.
They gain bonuses to strength and constitution and suffer penalties to
intelligence and wisdom.
- Gnome
- Gnomes are distant cousins of the dwarves. In many ways, the look similar;
however, gnomes, tend not to grow the thick, bushy beards that are so popular
in dwarven society. They also are not as strong as dwarves, but that drawback
is offset by their greater skill in magic.
Gnomes can be mages, clerics, thieves, warriors, and psionicists. They
gain bonuses to strength and intelligence and suffer penalties to wisdom
and dexterity.
- Half-Elf
- Half-elves have human and elven parents, resembling each to a certain
extent. While they are not as tall and muscular as their human ancestors,
their facial features have many human elements. Unfortunately, half-elves
are often viewed with some distaste by both elven and human society; they
compensate for that shortcoming by exhibiting a great drive for success.
They often become quite powerful as adventurers.
Half-elves may be mages, clerics, thieves, warriors, paladins, rangers,
psionicists, monks, druids, and necromancers. They gain a bonus in wisdom and suffer
penalties in strength and constitution.
- Half-Giant
- Half-giants are the result of a union between a human and a giant. While not
as dim-witted or as strong as their giant parents, they aren't as bright as
the typical human, either. They are excellent warriors.
Half-giants can be mages, clerics, thieves, warriors, druids, and barbarians.
They gain bonuses to strength and constitution and suffer penalties to
intelligence and wisdom.
- Halfling
- Halflings are short, mischievous people who are characterized by curly brown
hair, hairy feet, and a wonderful sense of humor. They are stockier than
kender and are perhaps more intelligent. While they are most skilled at
thievery, they have been known to excel in other areas as well. They are
also the most stealthy race, seemingly having a natural skill at sneaking
successfully.
Halflings can be mages, clerics, thieves, druids, and warriors. They gain a bonus
to dexterity and suffer penalties to strength and wisdom.
- Half-Orc
- Half-orcs are a repulsive cross-breed between humans and orcs. Utterly lacking
in social skills, they are hated and viewed as an abomination by most of the
other, more civilized, races of NetherWorld. Nonetheless, they are highly
skilled thieves and often serve as assassins in the hire of the leaders of
certain (to be unnamed here) clans.
Half-orcs can be mages, clerics, thieves, warriors, darkbringers,
defilers, barbarians, and necromancers. They gain bonuses to dexterity
and constitution and suffer penalties to intelligence and wisdom.
- High Elf
- High elves are the elite upper crust of elven society. They tend to be the
leaders in the valley of the elves. They, like their elven brothers, tend
to be excellent as warriors and spellcasters. However, they do not have
infravision.
High elves may be mages, clerics, thieves, warriors, paladins, rangers,
monks, druids, and psionicists. They gain bonuses to dexterity and intelligence and
suffer penalties to strength and constitution.
- Hill Dwarf
- Hill dwarves are even shorter and sturdier than their dwarven cousins.
While they cannot see in the dark, they are much more skilled at magic
than are their dwarven cousins.
Hill dwarves may be mages, clerics, thieves, and warriors. They gain
bonuses to strength and constitution and suffer a penalty to dexterity.
- Human
- Humans are the most common race in NetherWorld. They may be found
throughout the land, especially in the major cities and smaller villages
such as Elk Rapids.
Humans may be any class, gaining no bonuses and suffering no penalties to
their initial statistics.
- Kender
- Kender are thinner versions of halflings. They tend to be quite quick and
dextrous. Unfortunately, they also have a great propensity for telling tall
tales and stealing everything in sight. Needless, to say, they make great
thieves.
Kender can be mages, clerics, thieves, and warriors. They gain bonuses to
dexterity and constitution and suffer penalties to intelligence and wisdom.
- Mountain Dwarf
- Like the duergar, mountain dwarves live deep underground. However, that is
where the resemblance between the two ends. Mountain dwarves are physically
impressive and are among the most doughty fighters in the land. They also
are nowhere near as skilled in the magical arts as the duergar are. Since
mountain dwarves live so deep underground, they have developed a finely tuned
ability to see in the dark -- infravision.
Mountain dwarves can be mages, clerics, thieves, warriors, and barbarians.
They gain bonuses to strength and constitution and suffer penalties to wisdom,
intelligence, and dexterity.
- Shadowelf
- Shadowelves are a crossbreed of a Drow and an unknown race. Shadowelves are
shunned by the Drow community, as they are considered to be unworthy to serve
that race's vile spider demon-goddess, Lolth. Shadowelves have the elven
ability of infravision.
Shadowelves can be mages, clerics, thieves, warriors, psionicists, monks,
darkbringers, defilers, druids, and necromancers. They gain a bonus to dexterity
and suffer penalties to strength and constitution.
- Svirfneblin
- The svirfneblin are also known as deep gnomes. Distant relatives of normal
gnomes, they and their ancestors have lived in the deepest caverns of this
land for so long that they have lost all pigmentation in their hair and skin.
They also are physically weak; however, they have made up for these problems
by highly training their minds. They are powerful practitioners of magic and
have infravision, allowing them perfect vision in the darkest of places.
Svirfneblin can be mages, clerics, thieves, warriors, and psionicists.
They gain bonuses to intelligence and wisdom and suffer penalties to
strength, dexterity, and constitution.
- Tinker Gnome
- Tinker gnomes resemble their gnomish cousins in many ways. However, they
are even more skilled in the art of magic and the discipline of the mind.
Tinker gnomes can be mages, clerics, thieves, warriors, and psionicists.
They gain bonuses to intelligence and constitution and suffer penalties to
strength and dexterity.
- Wild Elf
- Wild elves are a particularly xenophobic branch of the elven race. They
choose to live in the wilderness, eking out their existence far from
civilization and society. Since they always have to be on their guard,
they have developed a second sense of sorts, which allows them to detect
hidden creatures.
Wild elves may be mages, clerics, thieves, warriors, psionicists, monks, druids,
and barbarians. They gain bonuses to dexterity and constitution and suffer
penalties to strength and wisdom.
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