Races on ToD
There are 24 races on the realms and 2 are not born yet.

Avian
(see picture)

The avian race is a very secretive and mysterious one. They are the size of giants, towering over any human, but weigh about the same as an elf. Their slight bone structure allows their wings to carry them as they fly from place to place, but it also requires them to rely on mental prowess instead of brawn for survival. Many speculate that they are a people who evolved in the mountains, perhaps magically. However they came to be, they are fiercely religious, and worship a nature deity. Most choose to become druids since that allows them to be closest to their god, however they do well in clerical magic as well.

They have uncanny powers of sight, and it is said that an avian can see everything you do. For this reason many avians are hired as watch keepers, and they make wonderful explorers and missionaries. Their amazingly unusual bodies, which basically look like emaciated humans with wings, and the fact that they are used to an isolated environment, makes them very susceptible to disease and poison. Many an avian has ventured out of his or her homeland only to fall victim to one of the many plagues that ravage the world at large.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: flying, detect invis, detect hidden, farsight, infrared
Weakneses: gas, poison
Resistances: lightning
About: good druids or clerics, cost 5 creation points

 

Centaur
(see picture)


Centaurs are woodland beings who shun the company of men. They dwell in remote, secluded glades and pastures. The appearance of a centaur is unmistakable: they have the upper torso, arms, and head of a human being, and the lower body of a large, powerful horse.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: farsight
Weakneses: NEEDED
Resistances: NEEDED
About: good warriors and clerics, cost 9 creation points

 

Draconian
(see picture)


The draconians are a fearsome race, and almost as secretive as the avians. Like the avians, they can fly, and come from some unknown place far away. Unlike any other race though, draconians are not mammalian. They more closely resemble lizards, snakes, and especially dragons.
They tower over even giants in size, reaching over 12 feet in height, with leathery wings that can stretch to over 30 feet when extended, and can fold up neatly on the back, causing no real hindrance in movement. The sheer size of a draconian DOES, however, cause problems, because most things in the world are built with human size in mind. Draconians are very strong, and tougher even than dwarves. Unlike most races that reach such large proportions, they retain a keen mind, and make good mages as well as warriors. Because of their strange biology, and some degree of reptilian nature, draconians are immune to almost all poisons and plagues.

Max Stats: Str:25, Int:23, Wis:22, Dex:20, Con:25
Racial skills: waiting for the update
Permanent affects: flying
Weakneses: iron, lightning
Resistances: poison, plagues
About: good mages and warriors, cost 11 creation points

 

Drow
(see picture)


Larger stronger cousins of elves these brooding evil beings are a fiercely religious often violent group of creatures. They are a secretive scheming lot and often their plans delve deep in other's lives as though it was all a game to them. They are fiercely devotional and follow any religion with a fanatic zeal. They inhabit black caves and dark tunnels under the earth. Drow are extremely intelligent and stealthy creatures. They make excellent thieves due to their high dexterity, and all drow have considerable potential as magic users.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: detect hidden, dark vision, infrared
Weakneses: light
Resistances: immune to gas
About: good thieves and vampires, cost 9 creation points

 

Dwarf
(see picture)


Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. Their tough nature gives them extra protection against slashing too. They receive the berserk skill for free (if warriors), and can see in the dark with infravision.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: infravision
Weakneses: drowning, life drain, mental
Resistances: poison, disease
About: good warriors and clerics, cost 8 creation points

 

Elf
(see picture)


Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves receive the sneak and hiding automatically. They may see in the dark with infravision.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: infravision
Weakneses: iron
Resistances: charm
About: good thieves and mages, cost 5 creation points

 

Feline
(see picture)


Felines, also known as cat-people, populate the jungles and forests of
much of the realms. They are extremely intelligent, acrobatic and alert,
much as any standard cat can be. In size comparison, felines are not
generally as tall as humans, though much smaller breeds are known to exist.
In appearance, feline marking are as diverse as their cat cousins, ranging
from tiger stripes, leopard spots, tabby, siamese, calico, pure colors,
smokes, and other markings. Their coat lengths include the sphinxish lack
of hair, the curled rex, the standard short hair, and the Persian-like long
hair. Felines are lithe, dexterous creatures, nimble and soundlessly fleet
of foot. Felines almost always land on their feet in a fall, can see
exceptionally well in the dark, and can utilize their retractable claws with
painful results. Though they bear a resemblance to the burly wemics, they
are in no way actually related.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: dark vision, infrared
Weakneses: curse
Resistances: color blind???
About: small, fast, strong, cost 3 creation points

 

Giant(see picture)


Giants are the largest of the races, ranging from 9-12 feet in height. They are stronger than any other race, and almost as durable as the dwarves. They aren't too bright, however, and their huge size makes them more clumsy than the other races. Giants make the best warriors of any race, but are ill-suited for any other profession. Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors recive bash). This gives them extra protection against blunt attacks too.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: none
Weakneses: mental
Resistances: immune smash, blunt weapons
About: huge, tough warriors, cost 6 creation points

 

Ghost
(see picture)


A ghost is the spiritual remnant of a human or demi-human doomed to
walk the realms for eternity. These specters are among the ranks of the
undead, creatures which once lived, have long since died, and yet exist once
more in a self-aware state that mocks life. Being undead, ghosts are highly
susceptible to holy ministrations and prayers. Ghosts are surrounded by an
unholy nimbus of freezing air which chills the blood of any that dare touch
them. A ghost's sanctified noncorporeal state makes it extremely difficult
to hit, further limiting the amount of damage which a ghost may take from an
attack. Existing in both the spirit and prime material world
simultaneously, a ghost may pass through most doors and openings with ease.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: flying, pass door
Weakneses: divine
Resistances: NEEDED
About: good for all classes, cost 20 creation points

 

Gnome
(see picture)


Gnomes are to dwarves what pixies are to elves. That is to say, they are smaller, smarter, less strong cousins. Where dwarves are known for their mental dullness but great wisdom, gnomes are known for quick minds and a very analytical nature. They are nowhere near as strong or hearty as dwarves are, but are much the same, being creatures of earth who can't swim (and thus drown easily like dwarves) and have eyes attuned to seeing in the dark.
Where a dwarf would see a mine shaft and it's glittering jewels, though, a gnome notices the girders and struts and supports within the mine and contemplates ways to make them better. Gnomes love technology, metallurgy, and any other form of science. This makes them natural mages, possessing mental powers that rival elves. They are not, however, a stealthy race like elves, goblins, or halflings. They are engineers, architects, artisans, and sometimes workers of great magic.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: dark vision
Weakneses: blunt, drowning
Resistances: mental
About: natural mages, cost 4 creation points

 

Goblin
(see picture)


Goblins are almost universally shunned because they are almost all natural criminals, cut throats, and killers. Every crime boss or thief master is a goblin, with very few exceptions. They are extremely thrifty, known to argue over a single silver piece, and will drop water in the desert before dropping money. Goblins have diabolical minds, and few torture devices can be named which a goblin did not think up. They are extremely smart and also have a knack for survival. Stealth comes naturally to them, and their dusky grey to green, sometimes even blue or black, skin tones make them hard to
spot at night. Goblins are not really warlike, and don't really appreciate overt combat. It's not their style. A goblin would much rather satisfy its sadistic needs through thievery or betrayal than through honourable combat.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: infrared
Weakneses: blunt damage, thawk
Resistances: immune mental
About: good thieves and vampires, cost 5 creation points

 

Half Elf
(see picture)


Half Elves are a cross between a human and an elf, usually due to the fact that human armies sometime make raids on elf lands. Half-lives are very nearly human, although they tend to be a bit more thoughtful, and less physically powerful. Unfortunately they are also more bitter, and much more aloof than either the most secretive elf or the most secluded human hermit. They see themselves as unwelcome in either elf or human society and as a result tend to lead solitary lives as wandering adventurers who follow no real creed.
A half elf is a natural loner, and most of them are rangers or druids, communing with the nature that they love much as the elves do. They have much better eyesight than humans, due to their elven ancestry, but unlike elves are more inquisitive about the world around them, much as humans are.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: farsight
Weakneses: metal
Resistances: divine
About: good rangers or druids, cost 2 creation points

 

Halfling
(see picture)


Halflings are a quiet folk who like to keep to themselves, and are not often seen filling the role of an adventurer. They would much rather sit complacently by a fireplace enjoying a good book, good drink, and good conversation. They are, however, very adept thieves, and have the mental capabilities to be quite powerful mages. They are about half as tall as the average human, thus the name halfling.
Because of this small size and the fact that most devices are built to human proportions, halflings are masters at lock picking, disarming traps, and jewel craft. They also have very easy access to pockets, and there is no door a halfling can not open and slip through with the utmost of silence.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: pass door
Weakneses: lightning
Resistances: mental
About: very adept thieves and mages, cost 5 creation points

 

Half Orc
(see picture)


Halforcs are a cross between humans and orcs, dwarves and orcs, or sometimes even giants and orcs. These various combinations are almost always the result of an orc raid on the habitation of one of those other races, and each type of halforc is just as mean and hearty as the other. They are also very agile, and born athletes, however seldom is a halforc found that can even read or speak coherently. They are quite literally dumber than bricks, but there is no more fearsome fighter around.

A halforc is a warrior, and if a halforc is not a warrior, then that halforc is useless. They can fight, and when it suits them they can also sleep, eat, and fornicate, but that's it.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: berserk
Weakneses: magic, weapon
Resistances: mental
About: good warriors, cost 6 creation points

 

Heucuva
(see picture)


The heucuva is an undead spirit similar in appearance to a skeleton, but more dangerous and more difficult to dispel. The heucuva appears to be a humanoid skeleton of normal size. The bones are covered by a robe that is little more than tattered rags.

Max Stats: Str:25, Int:19, Wis:24, Dex:25, Con:25
Racial skills: waiting for the update
Permanent affects: dark vision
Weakneses: life drain
Resistances: disease, poison, plagues
About: good for warriors and thieves, cost 10 creation points

 

Hobbit(see picture)


Hobbits are a short, quiet race, very shy and retiring. Normally, a hobbit remains in his or her hobbit hole, eating, drinking and trying to be merry. However, a few "stranger" hobbits do elect to venture out into the outside world. While not known for their bravery or strength, hobbits have specially padded feet, making them very stealthy and quiet, making them excellent thieves. Hobbits are secretive, and since they spend most of their time dining and drinking, they get hungry and thirsty very quickly compared to other races of the realm. They are vulnerable to magic attacks, but are agile enough to defend themselves against non-magical foes.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: detect hidden, dark vision
Weakneses: poison, magic attacks
Resistances: mental
About: small, excellent thieves, fast, cost 6 creation points

 

Human
(no picture, see mirror :P)


Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: none
Weakneses: none
Resistances: none
About: the standard race

 

Kenku
(see picture)


Kenku are bipedal, humanoid birds that use their powers to annoy and inconvience the human and demi human races. The typical kenku resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings. The wings are usually folded across the back and may be mistaken at a distance for a very large backpack. Height ranges from 5 to 7 feet. The feathers are predominantly brown with white under feather and face markings. The eyes are a brilliant yellow.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects:flying
Weakneses: NEEDED
Resistances: NEEDED
About: good for all, cost 5 creation points

 

Leprechaun
(see picture)


This Race is not added yet, but he is on the way :P

Max Stats: ???
Racial skills: waiting for the update
Permanent affects:???
Weakneses: ???
Resistances: ???
About: ???

 

Minotaur
(see picture)


Minotaurs are either cursed humans or the offspring of minotaurs and humans. They usually dwell in underground labyrinths, for they are not confused in these places, which gives them an advantage over their prey. Minotaurs are huge, well over 7 feet tall, and quite broad and muscular. They have the head of a bull but the body of a human male. Their fur is brown to black while their body colouring varies as would a normal normal human's. Clothing is minimal, usually a loin cloth or skirt.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: farsight
Weakneses: charm
Resistances: gas breath
About: good for all fighting classes, cost 7 creation points

 

Pixie
(see picture)


Pixies are very much like the elves and share with them a vulnerability to iron weapons. They also share the nature loving attitude and peaceful demeanour, but beyond this pixies reach an extreme. They are extremely magical creatures which, unlike elves, fly everywhere they go. Their wings are fairly redundant, as they don't really use them to fly. It's the sheer magical nature of a pixie that gives it it's special qualities.
They are a race of very small size, and because of their inquisitive nature and mental power, tend also to be tinkers and sometimes pranksters. While a pixie may be thousands of years old, almost all of them act like human children.

Max Stats: Str:21, Int:25, Wis:25, Dex:24, Con:23
Racial skills: waiting for the update
Permanent affects: fly, detect magic
Weakneses: iron
Resistances: charm, mental
About: good mages and druids, cost 6 creation points

 

Satyr
(see picture)


Also called fauns, satyrs are a pleasure loving race of half human, half goat creatures. They symbolize nature's carefree ways. Satyrs have the torso, head, and arms of a man, and the hind legs of a goat. The human head is surmounted by two sharp horns that poke through the satyr's coarse, curly hair. The skin of the upper body ranges from tan to light brown, with rare individuals (1%) with red skin. A satyr's hair is medium reddish, or dark brown. The horns and hooves are black. Satyrs living near centaurs are likely to be friendly with them.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: detect hidden, detect evil, detect good
Weakneses: divine
Resistances: immune fire, immune firebreath
About: good thieves and warriors, cost 6 creation points

 

Titan
(see picture)


Titans are gargantuan, almost godlike men and women. They, quite simply, look like 25 foot tall people of great physical strength and beauty. They are commonly dressed in traditional Greek garb, favoring togas, loincloths, and such. They wear rare and valuable jewelry and in other ways make themselves seem beautiful and overpowering. Titans are very close to nature. But being too close to nature makes them fear the nature destroying fire more.

Max Stats: NEEDED
Racial skills: waiting for the update
Permanent affects: detect invis, berserk
Weakneses: fire, life drain
Resistances: immune charm
About: good for most, lousy thieves, cost 11 creation points

 

Werewolf
(see picture)

This Race is not added yet, but he is on the way :P

Max Stats: ???
Racial skills: waiting for the update
Permanent affects:???
Weakneses: ???
Resistances: ???
About: ???