Choose Your Destiny
| Race Name | Max Skills | Max Spells | Alignment |
|---|---|---|---|
| +* A Human *+ | 15 | 28 | Good |
| +* A Stone-Giant *+ | 20 | 10 | Good |
| +* An Azer *+ | 17 | 18 | Good |
| +* A Dwarf *+ | 15 | 22 | Good |
| +* An Atomie *+ | 20 | 14 | Good |
| +* A Wild-Elf *+ | 12 | 27 | Good |
| +* A Dryad *+ | 5 | 42 | Good |
| +* A High-Elf *+ | 6 | 40 | Good |
| +* A Dragonkin *+ | 14 | 22 | Good |
| +* A Svirfneblin *+ | 8 | 36 | Good |
| +* A Centaur *+ | 13 | 26 | Good |
| +* A Halfling *+ | 18 | 17 | Good |
| +* A Troll *+ | 20 | 10 | Evil |
| +* An Ogre *+ | 15 | 22 | Evil |
| +* A Duergar *+ | 17 | 18 | Evil |
| +* An Orc *+ | 19 | 15 | Evil |
| +* A Skaven *+ | 18 | 20 | Evil |
| +* An Illithid *+ | 6 | 42 | Evil |
| +* A Drow *+ | 7 | 38 | Evil |
| +* A Lich *+ | 7 | 34 | Evil |
| +* A Kenku *+ | 13 | 25 | Evil |
| +* A Revenant *+ | 15 | 26 | Evil |
| +* A Minotaur *+ | 13 | 24 | Evil |
| +* A Goblin *+ | 19 | 18 | Evil |
The significance of the human race during the Great War is undeniable. Even with diminished numbers, their social skills and adaptability have allowed them to prosper through dim times. The versatile human tends to be attractive in nature, tolerant of most, and accepting of all peaceful races. These traits allow humans to unite with others in times of need to overcome obstacles that might otherwise lead to their demise.
Inherent Traits:
Attributes:
Stat Limits: Str 25 : Int 25 : Wis 25 : Dex 24 : Con 25
Stone-Giants are utterly huge and muscular and have very dense, gray, hairless flesh. Although they prefer to live in small tight-knit bands, their tribes are commonly located near other giants or humans for a sense of community and security. Their role in the war against evil is invaluable due to their tremendous strength and pure fighting abilities.
Inherent Traits:
Attributes:
Stat Limits: Str 30 : Int 20 : Wis 20 : Dex 24 : Con 30
A dwarf-like race with skin the color of brass and hair that writhes and twists in flames, the Azer's assistance and direction in war is much needed. Their origin is shrouded in mystery and yet their numbers continue to swell. Though unfriendly and taciturn, Azer hold the values of honor and pride of utmost importance. These traits coupled with their incredible skills in warfare make them invaluable companions and they have been adamant in pushing the war to its ends. Frivolously hunting without rest, they are the Azer.
Inherent Traits:
Attributes:
Stat Limits: Str 28 : Int 21 : Wis 21 : Dex 26 : Con 28
If not for the courageous dwarves, the chaotic forces of evil would have surely dominated the realm by now. Their intolerance and mistrust of most evil races has long fueled the timeless war. Not only are the dwarves tenacious fighters, but their expert craftsmanship supplies much needed weapons and armor in times of need. Despite the hardened discipline and organizational skills of dwarven armies, they too suffer their share of losses, albeit much less then other races. Dwarves are short but strong, and take great pride in friendships, beer and beards. Because of their love of precious metals and gems, they are considered greedy by many.
Inherent Traits:
Attributes:
Stat Limits: Str 28 : Int 20 : Wis 27 : Dex 20 : Con 29
Once thought to be a myth, Atomie are a small arboreal creature with large almond-shaped eyes and pale skin. Their ability to conceal themselves and their homes has kept them relatively safe from the wrath of the evil lord. Only when frustrated orcs started burning entire forests to defeat the wild-elves did these shy creatures finally fight back. In the beginning of the great war, the evil lord sent a wicked blight out towards this race. Once endowed with beautiful translucent wings, the Atomie are now left flightless and full of malice.
Inherent Traits:
Attributes:
Stat Limits: Str 24 : Int 21 : Wis 23 : Dex 30 : Con 26
Wild-Elves, commonly called wood-elves, are the wild branch of the elf family and are somewhat shorter and stockier than their noble elven cousins. Their agility in their natural surroundings and adeptness in battle has been instrumental in slowing the progression of evil minions. After stumbling across sylvan camps, many a roving band of evil beings have been taken down without a whimper. Though their numbers have suffered drastically, these secretive elves fight onward, offering hope to the wilderness dwelling creatures that rely so much on their protection.
Inherent Traits:
Attributes:
Stat Limits: Str 25 : Int 27 : Wis 20 : Dex 28 : Con 24
The Dryads are race of beautiful and intelligent tree sprites preferring seclusion inside deep forest sanctuaries. The Great War has robbed them of their oaken homes and has required them to exchange their ideas of habitat preservation for those of brutal bloodshed. Being shy and nonviolent by nature, the Dryads are continually haunted by visions of war and are often filled with great sorrow and guilt.
Inherent Abilities:
Attributes:
Stat Limits: Str 20 : Int 30 : Wis 27 : Dex 28 : Con 19
High-Elves are medium in size with finely chiseled physical features. Commonly they have dark hair, although shades of gold, white, gray, and amber are not unknown. Their words are generally well spoken and somewhat highly pitched. The noble high-elves, resentful of their forgotten place among the races, especially by the humans, probably would not have entered the war except their very existence was at stake. The long awaited assistance of their powerful magic has helped shift the tide of battle and has ensured the survival of all good races.
Inherent Traits:
Attributes:
Stat Limits: Str 20 : Int 29 : Wis 28 : Dex 26 : Con 21
Dragonkin are a highly evolved cross of a rare lizard race and a pure dragon. They are bipedal, have wings, and are a wise and hardy race. Long thought to be the backbone of opposition, the evil lord figured breaking their fighting spirit would snap the back of all the opposing races. This action only evoked a greater fighting spirit and though their numbers were severely depleted, they overcame. These winged creatures fight with the true spirit of a dragon and somehow survive everything the evil forces inflict upon them.
Inherent Traits:
Attributes:
Stat Limits: Str 26 : Int 25 : Wis 27 : Dex 20 : Con 26
Gnarled and haggard from life underground, the Svirfneblin are otherwise similar to their former cousins, the gnomes. Sadly, these deep-dwelling gnomes are all that remain of their race. Their assistance was called upon after the initial advances by evil's minions, who targeted their gnome cousins. Their efforts were futile and their cousins perished. Distraught and alone, the wise Svirfneblin returned home. Though one can still see an occasional Svirfneblin on the surface, most have retreated to their sanctuaries deep, deep underground.
Inherent Traits:
Attributes:
Stat Limits: Str 22 : Int 25 : Wis 30 : Dex 23 : Con 24
The Centaur is typically a peaceful woodland race and looks to be a cross between a human and a powerful horse, the upper torso resembling man, and the lower torso unmistakably equine. Not until recent times, when the Dark Lord sent forth his wizards to burn the majority of forestlands, did the four-legged centaurians join the ranks of war.
Inherent Traits:
Attributes:
Stat Limits: Str 28 : Int 27 : Wis 23 : Dex 19 : Con 27
Often referred to as the "little people", these creatures look exactly like humans, except at half their size. These small, stocky individuals who have lived in caverns and hills for decades have finally decided to make contact with the outside world. They are very agile, with lightning quick reflexes. However their out of touch with the outside world has left them a bit naive. Peaceful, unless driven to battle, the halfling is driven by economics and actively pursues improvements in the quality of his life.
Inherent Traits:
Attributes:
Stat Limits: Str 26 : Int 24 : Wis 20 : Dex 29 : Con 25
At first glance, Swamp-Trolls appear to be very large and awkward, but they are actually very agile creatures of the night. They commonly live in murky swamps or wastelands, walk upright, but hunched, and are characterized as having a protective grey or greenish hide which secretes a thick, membranous substance that helps retain moisture. Fearless and predatory in nature, wandering packs have been known to destroy entire villages during the Great War.
Inherent Traits:
Attributes:
Stat Limits: Str 30 : Int 19 : Wis 19 : Dex 26 : Con 30
Ogres, a tribe-oriented race, are tall, bulky creatures that are very grotesque and usually shunned by many of the Dark Races. A thick orangish skin covers their muscular humanoid-shaped body. Through the dark times they stuck together as a race that lived high up in the mountains and other rocky terrains. Slowly, more and more have been spotted frequenting cities again. Not too bright, yet innately wise, this race produces many shaman types with extremely good clerical skills.
Inherent Traits:
Attributes:
Stat Limits: Str 29 : Int 18 : Wis 27 : Dex 22 : Con 28
Duergar, or gray dwarves, are a hostile breed that has flourished in their deep hidden underground caverns. Duergar are about the same size as dwarves but less muscular. Their appearance is rather dull with pale tough skin generally devoid of any large amount hair. No one is sure exactly what role they play in the Great War, but there are rumors that they work closely with their evil Drow companions.
Inherent Traits:
Attributes:
Stat Limits: Str 28 : Int 23 : Wis 21 : Dex 24 : Con 28
Traditional orcs are best described as a cross between a primitive human and a boar, but if there is any merit to the actual ancestry, no one knows. Because they tend to crossbreed with a wide variety of species, the orcs of today vary greatly in physical appearance. Their undying hatred and intolerance of dwarves and elves has fueled the war between good and evil for years. Best noted for their ambush tactics of war, the sheer number of orcs continues to be one of the deciding factors on the battlefield.
Inherent Traits:
Attributes:
Stat Limits: Str 27 : Int 22 : Wis 20 : Dex 28 : Con 27
Skaven are filthy, cave-dwelling, rat-like humanoids. Many skaven find their live's calling as scouts or thieves, but the occasional warrior may be found slinking among the hordes of these creatures. The lowly skaven's servitude to the evil lord over the years is undeniable. They have proved invaluable as great assassins, and have changed some otherwise lowly opinions of the 'Rat-Folk'. They continue to multiply under the Evil Lord's nurturing.
Inherent Traits:
Attributes:
Stat Limits: Str 26 : Int 26 : Wis 18 : Dex 29 : Con 25
Illithids, more commonly known as mind flayers, are a little-known, xenophobic race. Their pale, pinkish flesh covers thin bones and they often wear ornate robes. Their freakish heads, with bulbuous eyes and flaying tentacles, present quite a frightening affect. Using arcane powers, the illithid enslaves and feeds upon the brains of its foe. Long held in reserve by the evil lord, their entrance into the war was supposed to be the final nail in the coffin. Rumors abound about their origins and powers, and the full extent of their abilities is still unknown.
Inherent Abilities:
Attributes:
Stat Limits: Str 21 : Int 30 : Wis 28 : Dex 26 : Con 19
The Drow, also known as dark-elves, are tall, ebony-skinned, white-haired versions of their noble-born cousins. They typically live underground in dark winding tunnels and caves where they plot the demise of all those who walk under the sun. The drow race merits itself by having highly disciplined warriors, feared mages, and ruthless priests. The Drow were quick and eager to take the Evil Lord's battle standard as their own and their alliance remains essential.
Inherent Traits:
Attributes:
Stat Limits: Str 21 : Int 29 : Wis 27 : Dex 26 : Con 21
The Lich is a very powerful skeletal-like creature, not of this world, which resembles a mummy in appearance. Forgetful of their own past and infamously self-centered, the Lich has little interest in affairs outside of their own well being. Recently employed by the Evil Lord, their magical abilities make them dangerous adversaries in the great struggle. The Lich's strong will and ability to endure changes will ensure the survival of these undead creatures.
Inherent Traits:
Attributes:
Stat Limits: Str 21 : Int 27 : Wis 30 : Dex 22 : Con 24
The Kenku are a cross between human and bird, with their features heavily favoring the latter. Other than the fact that the Kenku build their nests in lairs deep underground, not much about their social structure is known. The Kenku alliance to evil is still very much shrouded in mystery. In battle, they tend to make great great scouts and will avenge their slain kin with unusual brutality. Forever mortal enemies, they now lay claim to prime hatching grounds left by their former owners, the dragonkin.
Inherent Traits:
Attributes:
Stat Limits: Str 25 : Int 26 : Wis 26 : Dex 21 : Con 26
If one were to see a Revenant in its true state it would probably look much like a noncorporeal shadow of a humanoid. However, one hardly ever witnesses a Revenant in such a state, but rather, they are seen as the former body which the soul used to inhabit. These spirits rise from the dead inorder, and only to, seek vengeance upon its killer(s). Rightfully so, this psuedo race is shunned and feared by all communities for they are cold, and unyielding in their ways. Yet, the Evil Lord binds their presence on this world as his servants and none will second guess his intentions.
Inherent Traits:
Attributes:
Stat Limits: Str 23 : Int 24 : Wis 28 : Dex 22 : Con 27
The Minotaur looks much like a cross between a human and a large angry bull, however the truth behind their ancestory may never be known for sure. It is fabled that the Minotaur was originally created by a curse sent forth by the crazed evil wizard, Xix, on all those that defied his beliefs. The downfall of Xix came too soon, leaving no one with the knowledge to remove the dreadful hex. Offering the Minotaur a glitter of false hope and a place of sanctuary, the evil armies continue to employ these great beasts of war.
Inherent Traits:
Attributes:
Stat Limits: Str 29 : Int 26 : Wis 19 : Dex 22 : Con 28
This disgustingly filthy race was one believed to be completely extict, having being exterminated by the armies of good. However, immune to disease, they breed extremely fast and have survived the great wars. They are usually greenish in nature with large pointy ears and jagged teeth. Tribal goblins hunt in groups, and these small beings often like to ride on the backs of wargs. Extremely agile, they make difficult targets and very adept thieves. Not to bright or wise, they often make great servants for the more intelligent and decieving dark races.
Inherent Traits:
Attributes:
Stat Limits: Str 26 : Int 21 : Wis 21 : Dex 30 : Con 26