Races
The Races of Aetolia
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Races

When you are born into Aetolia, you will be born as one of the mortal races:
Dwarf, Human, Mhun, Troll, Tsol'aa, Atavian, Horkval, Grook, Rajamala, Xoran,
Kelki, or Imp. You may gain information on the specific races with HELP .

Each race has five basic statistics, plus, generally, some advantages or
disadvantages to it. HELP (race) will show you these.

Strength : helps determine how much physical damage you can do.
Dexterity : works with the skill Avoidance to assist you in dodging attacks.
Constitution : helps determine your maximum endurance and hit points level.
Intelligence : helps determine your maximum willpower and mana level, as well
as how much damage your magical attacks do.
Size currently has no effects.

Some disadvantages or advantages that a race have can be one of three levels.
For instance, a level 1 resistance to fire is a smaller resistance than a
level 3 resistance to fire. Similarly, slow balance, level 3, means your
balance is slower than slow balance, level 1. Again, HELP (race) will show you
the statistics and advantages/disadvantages for a race.

If you find yourself unhappy with your race, you have available to you the
ability to reincarnate once in your life-time. The command is: REINCARNATE
INTO (race). You must be dead to do this, and upon doing so, your moral slate
will be wiped clean (ie your alignment will be set to neutral).


Humans
The human race is the most populous of the races and the most dominant. Born of the joining of Order and Chaos, they sparked
a war that almost destroyed humanity. The history of mortals is dominated by humanity, for they are the most vibrant of the
races. Human beings are the standard against which the other races are judged.

A human's base statistics are:

Strength : 12
Dexterity : 12
Constitution: 12
Intelligence: 12
Size : 12

Humans:

- Gain experience more quickly, level 1.





Dwarves
Dwarves are the proverbial salt of the earth; doughty and loyal humanoids.
Though they prefer the relative solitude of the highlands to the hustle and
bustle of cities, they are often found in leadership positions as everyone has
heard the maxim, "Dependable as a dwarf.

A Dwarf's base statistics are:

Strength : 13
Dexterity : 10
Constitution: 15
Intelligence: 12
Size : 8

Dwarves:

- Have a racial language, Dwarf.
- Have a level 2 resistance to magical damage.
- Have a level 2 resistance to poison damage.
- have a level 1 resistance to fire.
- Have a level 1 resistance to cold.
- Have slower balance, level 1.
- Gain experience more slowly, level 1.


Tsol'aa
Though the majority of them live a peaceful, isolationist existence in the
remote forests, a handful have emerged to interact with the other races.
In general, the Tsol'aa are bewildered by the hastiness of humans, but seek
to understand why humanity has managed to attain such dominance. Physically,
they are lithe beings of approximately human height.

A Tsol'aa's basic statistics are:

Strength : 11
Dexterity : 13
Constitution: 11
Intelligence: 15
Size : 11

Tsol'aa:

- Have a racial language, Tsol'aa
- Regenerate willpower, level 1.
- Gain experience more slowly, level 1.


Mhuns
ancestral home, is southwest of the great Mojave desert. Their harsh living
environment has forced them to be survivors and though they command perhaps
less respect than the other races, they are wily, clever opponents. Mhun
rarely hold leadership positions, as their first loyalty is generally to
their race, rather than to their guild or city.

A Mhun's base statistics are:

Strength : 10
Dexterity : 15
Constitution : 11
Intelligence : 12
Size : 11

Mhun :
- Have a racial language, Mhun.
- Recover balance more quickly, level 1.
- Get an experience bonus, level 1.



Trolls
Trolls are large, slender humanoids with great physical prowess. Though their
racial home is a closely-guarded secret, it is rumoured that they originate in
the swamps north of the Savannah. Physically they have a metabolism completely
different from humans generally and are approximately as intelligent. Their
dependence on their physical gifts has, however, made them less magically
adept than other races.

A Troll's base statistics are:

Strength : 15
Dexterity : 10
Constitution: 15
Intelligence: 8
Size : 15

Trolls:

- Have a racial language, Troll.
- Have level 2 resistance to cold.
- Have level 1 resistance to electricity.
- Have level 2 health regeneration.
- Have a level 3 susceptibility to fire.
- Have level 1 slower balance.
- Have level 1 slower equilibrium.
- Gain experience more slowly, level 2.


Atavians
Aside from their wings, Atavians are very similar to humans. It's said they
come from Arcadia, a floating city hidden in or above the clouds.

An Atavian's base statistics are:

Strength : 12
Dexterity : 11
Constitution: 12
Intelligence: 12
Size : 12

Atavians:

- Can fly. (FLY and LAND)


Horkvals
Horkval are powerful, though not particularly intelligent, insect-like
humanoids. They show no fear in battle and work together smoothly. Their
origin is not known, but it is almost certain that they did not originate on
the continent of Sapience, and possibly not even on this world.

A Horkval's base statistics are:

Strength : 14
Dexterity : 15
Constitution: 14
Intelligence: 7
Size : 12

A Horkval:

- Has a racial language, Horkvali.
- Has level 2 resistance to physical cutting damage.
- Has level 2 resistance to physical blunt damage.
- Can LEAP over obstacles. LEAP .
- Recovers balance more slowly, level 2.
- Cannot wear armour.
- Regenerate health, level 1.


Rajamalas
The Rajamala are a race of proud, fierce tiger-like humanoids from a distant
realm. Their precise origins are not known.

A Rajamala's base statistics are:

Strength : 11
Dexterity : 16
Constitution: 11
Intelligence: 14
Size : 12

Rajamala:

- Have a racial language, Rajamalan.
- Recover balance more quickly, level 2.
- Are susceptible to fire, level 2.
- Gain experience more slowly, level 1.
- Find it harder to wake up, level 2.
- Heal more slowly from elixirs, level 1.


Grooks
The most intelligent of the mortal races, the Grook are a race of humanoid
amphibians that look a bit like frogs. The Grook seem to be a fairly recent
race, perhaps produced via experimentation with powerful magic. They have no
memory of their origin in any case.

A Grook's base statistics are:

Strength : 9
Dexterity : 10
Constitution: 9
Intelligence: 17
Size : 10

Grook:

- Have a racial language, Grook.
- Regain equilibrium faster, level 1.
- Regenerate health and mana while in water, level 2.
- Can automatically swim and tread water without taking damage.
- Are susceptible to fire, level 3.
- Are susceptible to electricity, level 3.
- Gain experience more slowly, level 1.


Kelki
Kelki are sleek, smooth-skinned humanoids with webbed fingers and toes. They
are often found pulling machines apart and putting them back together with
their nimble and dextrous fingers. Slyphe created the kelki by tinkering with
various fish and sea mammals, looking for just the right combination of
intelligence and flexibility.

A Kelki's base statistics are:

Strength : 10
Dexterity : 15
Constitution: 9
Intelligence: 14
Size : 10

Kelki:

- Have a racial language, Kelki.
- Recover balance more quickly, level 1.
- Are susceptible to fire, level 1.
- Are susceptible to electricity, level 2.
- Are susceptible to asphyxiation, level 1.
- Heal more quickly from elixirs, level 1.
- Can swim and tread without taking damage.


Imp
Small and cunning, the imps were chosen by Khepri for Her games and tricks,
their devilish natures making them perfect for Her pranks. Their short stature
conceals their voracious appetites and they are well known for their grating
laugh. One should never trust an imp entirely, at least not if one prefers to
keep their possessions, gold, and dignity.

An Imp's base statistics are:

Strength : 14
Dexterity : 9
Constitution: 12
Intelligence: 13
Size : 6

Imp:

- Recover endurance more quickly, level 1.
- Are susceptible to the cold, level 1.
- Are susceptible to blunt damage, level 1.
- Are resistant to cutting damage, level 1.
- Are resistant to fire, level 1.
- Must eat more often.