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On the Realms of Chaos, your race determines your genetic make-up.
Some races are genetically predisposed to being stronger, sturdier,
more intelligent, more sensitive to light, etc. than other races.
In addition, different races are physically different from others,
having different limbs and other types of body parts.
In real life, you had no choice. You were born human. In the reality
of the Realms of Chaos, you do get a choice. Your choice should be
based on your style of playing. Do you want a magical character? Or do you
want to play the game by brute force? Or perhaps deception or
skullduggery? What do you prefer to explore? Do you like dark, enclosed areas? Or do
you like well lit castles or the open outdoors?
All these questions are ones you can decide when you first enter
the realms, and whatever choices you make, so long
as it fits the style in which you like to play, the ultimate result
will be a rewarding and exciting experience.
There is neither a best pick nor worst pick; there is only what is
best or worst for your style.
Intelligence and wisdom are important for spellcasters; strength,
constitution, and dexterity are important for fighters and rangers;
dexterity and charisma are important for roguish types; intelligence,
charisma and constitution are important for psionics.
Each race has its own description, and the available races are listed
below.
Elf
Number of legs: 2
Number of fingers per hand: 5
Special limb info: None.
Night vision: Excellent
Genetic traits: Elves are extremely intelligent creatures,
with a natural flair for magic. They are also rather dexterous
and not all that physically weak. They are extremely well-liked.
They, however, are not the most disciplined of races,
and are relatively frail. Elves' magic ability is nearly
unrivaled, however.
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Drow
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Special limb info: None. Night vision: Excellent
Genetic traits: Drow Elves, with their high intelligence,
have a great talent to learn magic. They are generally
disliked by other races however, as they are evil, and
usually follow the evil will of Lloth, the spider queen.
They are also quite frail beings, not especially strong,
and have poor self-discipline. They do, however, have
excellent dexterity, from a lifetime of training. They
have the best night vision of any race.
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Kweeder
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 7 Special limb info: The tail is a wielding
limb. Night vision: Above average Genetic traits: Kweeder
are small, feline creatures that evolved into humanoids.
They are small, weak, and fragile, but their mental talents
are above average and their dexterity is unrivaled. They
are reasonably well- liked. Kweeder have pretty good night
vision, due to their feline background, and have extraordinarily
developed tails, which are capable of wielding a weapon.
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Halfling
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 6 Special limb info: None. Night vision: Above
average Genetic traits: Halflings are extraordinarily
nimble people who can dart here there and everywhere before
you can say any dwarven names. They are not very strong
or sturdy, but they are of average intelligence and excellent
wisdom. They are fairly well-liked.
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Dwarf
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: None. Night vision: Above
average Genetic traits: Although endowed with less than
average size, dwarves are a very wise people who are extraordinarily
sturdy. Their sun-baked, tan, leathery skin and white
hair however leaves them as unattractive in the eyes of
most humanoids, and the intensity of their seriousness
does not help.
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Half-orc
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: None. Night vision: Average
Genetic traits: Half-orcs are perhaps a bit more "human"
than orcs. In fact, it is believed they might have human
blood in them leading to their greater intellectual abilities,
mobility, and looks over orcs. In addition, it is also
believed that this is why they are neither as strong or
as sturdy.
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Ogre
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 6 Special limb info: None. Night vision: Average
Genetic traits: Ogres are strong, sturdy and rather dexterous.
Their hideous looks have given way to the human expression
of calling ugly people ogres. They are not at all liked
by other races.
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Gnome
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: None. Night vision: Above
average Genetic traits: Gnomes are among the most nimble
beings in this reality, although they are not at all attractive.
Gnomes are also rather good at mental tasks, and are not
all that bad at physical ones. They are reasonably well-liked,
their good humor compensating for their ugliness.
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Vulcan
Number of arms: 2 Number of legs: 2 Fingers per hand:
5 Special limb info: None. Night vision: Average Genetic
traits: Vulcans are an offshoot of elves. Their ancestors
decided to forgo the study of magic in favor of the persuit
of knowledge and the study of nature. They have, over
time, became beings of incredible mental ability, who
seek to accomplish their goals through sheer willpower.
The race has quite high intelligence, and a level of wisdom
that other races are challenged to match. Vulcans are,
however, of below average physical strength, and although
they are usually well-intentioned their tendency to focus
on rigid logical analysis does not make them especially
likable. They are of mediocre dexterity and constitution.
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Satyr
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: Instead of feet, satyrs
have hooves much like those of goats. Night vision: Average
Genetic traits: Satyrs are strong and sturdy beings not
very well endowed with intelligence. They move about quite
well, but most races do not find attractive their goat-like
lower halves.
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Faerie
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Special limb info: Faeries have two wings.
Night vision: Poor Genetic traits: Faeries are highly
intelligent and wise beings that thrive upon their use
of magic and their ability to move with nearly unparalelled
ease. Other races consider them quite handsome and beautiful,
but they are easily struck down when hit and have below
average strength.
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Human
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Night vision: Average Genetic traits: There
is nothing spectacular about humans. They are neither
particularly weak in any manner nor are they particularly
strong in any respect. Still, most other races find them
reasonably attractive. They are more adaptable than other
races, and thus gain an experience bonus of around 10%,
based on their intelligence and wisdom.
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Half-ogre
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 3 Special limb info: None. Night vision: Average
Genetic traits: Half-ogres are quite strong, though not
so strong as ogres, but are almost as large and sturdy
as ogres, due to the "hybrid vigor" that comes
from mixing races. Sadly, they are only barely more intelligent
than their ogre cousins, though somewhat more wise. Although
ugly, they achieve a level of looks and likability that
most ogres would dream of.
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Nymph
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 7 Special limb info: None. Night vision: Average
Genetic traits: Nymphs are known for their breath-taking
beauty which has been said to entrance males of all races.
Like satyrs, their origins are mysterious and magical
although they themselves have no inclinations toward the
magical arts. They also are neither strong nor sturdy,
but they are among the most agile races there are.
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Half-vampire
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Special limb info: None. Night vision: Excellent
Genetic traits: Half-vampires do not have most of the
hindrances of full vampires: They eat normal food, not
needing to drink blood to survive. They are slightly stronger
than average, and somewhat stigmatized-- not well liked--
but the half-vampire's defining characteristic is its
night vision, matched only by the drow. This is both a
strength (at night and in caverns) and a weakness (it
can easily become too bright, during the day, for a half-
vampire to see). Half-vampires are also not particularly
wise.
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Orc
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: None. Night vision: Above
average Genetic traits: Extremely sturdy and rather strong,
orcs are quite capable of fighting effectively, especially
when their above-average dexterity is also considered.
They are not all that unintelligent, but lack self-control
and are almost universally despised. Orcs are best suited
to just beating everyone into the ground, but are quite
good at doing just that.
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Giant
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 4 Special limb info: Can wield two-handeds in
one hand Night vision: Below average Genetic traits: Giants
are without question the strongest sentients ever to exist.
They are capable of taking hits which would kill other
beings, but they rank down with the orcs in wisdom. As
with most creatures of such great size, however, they
are not too great at moving around. They are found mostly
unappealing by people of most other races.
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Half-elf
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Special limb info: None. Night vision: Well
above average Genetic traits: Half-elves are not quite
as intelligent as elves, but are a bit more self-disciplined
and not as frail. Like elves and humans, they command
the respect of other races. They are pretty good with
magic, but do not have the special flair for it that elves
do.
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Vampire
Number of arms: 2 Number of legs: 2 Number of fingers
per hand: 5 Special limb info: None. Night vision: Excellent
Genetic traits: Vampires are beings of terrifying strength,
almost equal to giants in raw physical power. They are
hard to kill, and their minds are cunning and clever,
though not always wise. Vampires possess an unearthly
beauty and charm exceeded by few of the races of Chaos.
Such powers are not without a heavy price, however. Sunlight
burns vampires, inflicting steady damage on them until
they are reduced to ash. Moreover, they cannot eat or
drink as mortals do; only the drinking of human blood
and the passing of time can heal their wounds.
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