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1. elf elves race
Elves mingle freely in humans lands, always welcome yet never at home
there. Elves favor things of natural and simple beauty. When danger
threatens their woodland homes, however, elves reveal a more martial side,
demonstrating skill with sword, bow and battle strategy.
Elves are more often amused than excited, more likely to be curious than
greedy. With such long lives, they tend to keep a broad perspective on
events, remaining aloof and unfazed by petty happenstance. When pursuing
gold, however, whether an adventurous mission or learning a new skill or
art, they can be focused and relentless. They are slow to make friends and
enemies and even slower to forget them. They reply to petty insults with
disdain and to serious insults with vengeance.
Elves are short and slim, stand about 4 to 5 feet tall and typically weigh
85 to 135 pounds, with elven men the same height as and only marginally
heavier than the elven women. They are graceful but frail. They tend to be
pale‑skinned and dark‑haired, with deep green eyes and no facial or body
hair. Elves possess unearthly grace and fine features. Many humans and
members of other races find them hauntingly beautiful.
Related helpfiles: Race.
2. humans race
Humans are the most adaptable, flexible, and ambitious people among the
common races. They are diverse in their tastes, morals, customs, and
habits. They can be hardy or fine, light‑skinned or dark, showy or austere,
primitive or civilized, devout or impious, humans run the gamut. They
typically stand from 5 feet to a little over 6 feet tall and weigh from 125
to 250 pounds. With men noticeably taller and heavier then women. Thanks
to their penchant for migration and conquest, and to their short
generations, humans are more physically diverse than other common races,
with skin shades that run from nearly black to very pale, hair from black to
blond, and facial hair (for men) from sparse to thick.
Related helpfiles: Race.
3. giants race
Giants are a legendary warrior race, some of the mightiest mortal
fighters in history. An evolutionary cousin to humans, they resemble
massive men and women. Giants value raw power and strength, and it is
important to them as a race that none be perceived as "weak", either in the
eyes of their peers or outsiders. This does not mean they are bloodthirsty,
just that when push comes to shove, a giant will be ready to either shove
back or stand like a stone tower. Most giants are loud and boisterous,
boasting of their great prowess. Often this is just a face, because giants
are also deeply introspective. They are huge, and extremely tough and look
very much like large humans. They have the same wide range of skin, hair
and eye colors as humans. They stand anywhere from nine to twelve feet
tall, and have heavily muscled frames. They often wear their hair long, but
are as likely to be clean shaven as to sport a massive beard.
Related helpfiles: Race.
4. race sprites
Sprites are about six inches tall and have wings like dragonflies,
allowing them to fly. Sprites are a very magical race; their mana costs are
reduced greatly due to this. They are very energetic and lightning‑ fast
creatures.
Related helpfiles: Race.
5. vampires race
Vampires are known in this world to be dead humans who have returned from
the grave. They feed on the blood of the living as a means to sustain
themselves. Vampires are generally creatures of the night as they burn in
the sunlight. They are extremely vulnerable to fire and holy damage, but
are resistant to illnesses, the cold, and negative damage. Vampires can
drink blood and eat corpses to heal themselves. The corpses do not need to
be picked up off the ground to eat them.
Related helpfiles: Fumble, Intense Focus, Sun Damage, Sun Dome.
6. race felines kitty cats
Felines are a most curious race. They are warm‑blooded and extremely
finicky by nature. Unlike many other races, they are not needy, but choose
who they want in their lives. They have exceedingly good eyesight and can
detect hidden and invisible creatures from far away. They are a race born
to see in the dark, so they very well attack when least expected. They are
resistant to illnesses and the cold due to their thick fur coat. They also
see right through the tricks of those who charm or intimidate. However,
they are very vulnerable to fire and water, as they hate extremities of
nature. Being an extremely dexterous race, they are very adept to the
second and third attack skills.
Related helpfiles: Race.
7. shades race
Shades are ethereal beings whose power grows at night, their strength
nurtured by the shadows. It is unclear why some earthly objects simply pass
through their bodies while others do not, why they are unaffected by
blindness from dirt kicking, yet they can be mortally wounded by blades and
magic. When standing in dark locations, any onlookers not affected by true
sight simply see a shadowy figure with no details to help identify the
shade.
Related helpfiles: Race.
8. race sidhes
Sidhe are a noble race of the ancestry of fae. They are elfin in
appearance, and more beautiful than any human could possibly imagine. They
are a passionate race, never quitting a job or doing anything halfway.
Sidhe have a vulnerability to cold iron, and have exceedingly good vision.
Related helpfiles: Race.
9. gnomes race
Gnomes are short, sturdy warriors, loyal to their friends and brutal to
their enemies. Their stocky build does make them a bit on the clumsy side,
but it is made up for by their strength and durability. Gnomes are
resistant to the elements and can see into the infrared spectrum. They are,
however, susceptible to loud noises.
Related helpfiles: Race.
10. nekos race
A neko is a tiny cat who's gone insane. Nekos have enormous eyes, little
tails and stubby paws. This cat will attack anything that moves, and some
things that don't. It is quick to dodge its opponent and incredibly
unpredictable. You might meet your first Neko jumping out of the bushes to
tackle you.
Related helpfiles: Race.
11. tiegres race
This bipedal race is distantly related to the tiger. Through their
evolution they have grown accustomed to walking on their hind legs, and
their atuned eyesight allows them to detect hidden creatures and see objects
even in the dark. Their wounds heal twice as fast as normal and they are
immune to ailments such as poison and disease. As they are highly dextrous
on their paws and have an extremely robust and muscular build, they are
unphased by bash and skilled in bashing enemies with their strong limbs.
Related helpfiles: Race.
12. weretigers race
The weretiger form is a hybrid between a human and a tiger. It is about
25% larger than the human form and covered in tiger‑striped hide. A
three‑foot tail extends from the spine and it walks on its toes. Their
claws are large like the end of rakes and can tear a victim apart with ease.
The weretiger is a nocturnal, carnivorous animal whose power grows when all
three moons of Erion are in the full stage. They have a strong affinity for
all felines. Weretigers travel alone or in small prides.
Related helpfiles: Race, Weretiger Invasion.
13. race racechange change commands evolve evolutions
Syntax: race list
race info <race name>
race stat <stat>
race change (to see costs ‑ for full details see below)
race remove <ALL or effect name>
race reset <ALL or effect name>
Race list
This syntax will display a list of all races and their evolutions.
Race stat <stat1> <stat2> ...
This command organizes starting and evolution races based on the
stat or combination of stats entered. For example, 'race stat dex'
will list races in descending dexterity, while 'race stat int wis'
will sort races by the combined total of intelligence and wisdom.
On the right side of the sheet are the training costs for each
stat. This functionality can also be found on the website.
Race change <new race>
To morph into a tier 1 race, you must be hero level and have 50 faux levels
or you can change your race at any level with a race change token. If you
have a race change token in your inventory, this will automatically be
spent in place of faux levels. Race change tokens can be purchased with the
mudpie command.
The requirements to morph into a tier 2 race are:
‑ 1 Legend‑level class
‑ 200 faux levels
‑ 1,000,000 gold
‑ 25 mudpies
‑ 100,000 questpoints
‑ Completion of a mission which unlocks tier 2
‑ You must obtain a secret shop item required for your target tier 2 race
To change to an evolution race you must either be the starting race of that
evolution or already an evolution race of the same type. For example,
Hatchling to Emerald Dragon or Emerald Dragon to Black Dragon.
Upon changing your race, any practices you spent on your old race's skills
and spells will be returned to you. Your equipment will be removed and all
skill and spell buffs will be stripped. You will automatically be re‑buffed
with the racial effects of your new race but you must re‑wear your
equipment. Your stats will be adjusted to those of your new race. Racial
effects are listed on the affects sheet with (perm) next to them. Your
hitpoints and mana will fluctuate if you are changing into or out of a final
evolution race.
*** IMPORTANT RECOMMENDATION BEFORE CHANGING RACE ***
In general, your stats will change drastically after changing your race.
This is *NOT* a bug. Your stats will very likely be lower because your
equipment will be removed and your buffs will be stripped upon changing your
race. After this, the starting stats from your current race will be
subtracted from your stats and the starting stats from your new race will be
added.
Many players have contacted the staff saying their stats were completely
wrong after their race change. This is not true. Please, to avoid
miscalculating your stats and assuming there is a bug, follow these steps
and you will correctly calculate what your new stats will be after changing
your race:
1. Remove your gear.
2. Cancel your buffs (go to a healer and heal cancel).
3. Use 'race remove all' to remove your current race's racial buffs.
4. Remove all of your sigils.
5. Subtract your current race's starting stats from your stats.
6. Add your new race's starting stats to those numbers.
This (plus any buffs from your new race) will be the end result to your
stats once you've changed your race.
Any fluctuation of stats, hp, and mana is due to the order you re‑equip
and re‑buff yourself after changing your race. Please also note that your
stats from your original and new race may differ, causing buffs to give you
more or less of a stat than before the race change. If you miss casting a
buff or forget to re‑equip a piece of equipment, this can cause fluctuation
as well.
Race remove <ALL or effect name>
This syntax will strip you of all racial effects or of a certain effect.
Race reset <ALL or effect name>
The syntax will buff you with all of your racial effects or only a certain
effect.
Related helpfiles: Racial.
14. hatchlings dragons race
These ancient great beasts are among the oldest known races in the world.
Once friends and protectors of the humans, they feel betrayed and abandoned
by them. Hunted down and slaughtered by the dwarves at the humans'
direction, they now are treasure hoarders and wait patiently for the death
of the final human.
Related helpfiles: Race.
15. liches race
Lich is the vampire evo race‑‑they are the undead masters. Liches are
able to suck the soul from corpses to regain health. They can drink blood
and eat corpses off the ground or from their inventory for regeneration as
well. Their skin does not bubble in the sun like a vampire's would.
Related helpfiles: Fumble, Intense Focus.
16. tressyms race
Also from the cat family, Tressyms are beautiful creatures which stand on
all fours and are only slightly bigger than their previous embodiment, the
feline. Upon their back is a set of fluffy‑feathered wings. They are
playful and curious like the feline, but are more wise in nature.
Related helpfiles: Race.
17. emerald dragons emdragon race
The emerald dragons are known as the legendary guardians of gems and the
subterranean world. Covered in glimmering translucent emerald scales, this
magnificent beast has been known to live in deep caverns underneath
mountains where they can best protect their treasures and loot. Great
lightning storms are known to lull this beast to sleep as they merely absorb
any electrical energy that may come their way.
Related helpfiles: Race.
18. crystal dragons crdragon race
Crystal dragons are creatures of myth and lore. They are huge and
terrible to behold. Their high constitution and dexterity, along with their
inborn ability of attack and combat magics, makes them mighty and stealthy
opponents. It is said that disease cannot be used to harm these creatures
and that lightning is their true enemy, as it shatters their crystal scales.
They are also highly resistant to the trickeries of charm.
Related helpfiles: Race.
19. silver dragons svdragon race
Silver dragons are the good counterparts to crystal dragons. They are
also often enemies of the red dragon and its powerful fire breath. Also
huge in size, these dragons are beautiful to behold. Their silver scales
reflect the sunlight in an almost magical way, helping them to resist all
forms of magic. They have keen eyesight and can see infrared and also have
sharp dark vision. They love flying and take to the skies whenever they
can. Silver dragons are unaffected by cold and because of their high
intelligence, are nearly impossible to charm.
Related helpfiles: Race.
20. race rddragon red dragons
These legendary beasts are known to have resided in the heart of
volcanoes. Massive in height, they are known to mainly hoard their gold in
places where extreme temperatures would be unbearable to most living beings
due to their slow movement, but can fiercely protect themselves if provoked.
The air around their body ripples with the fire they keep in their bellies.
Related helpfiles: Race.
21. black dragons bkdragon race
The mythological black dragon is said to have sleek, ebony scales that
are cold to the touch, and an impressive wingspan. They breathe ice and and
are known to fly happiest in a blizzard. While they are highly adapted to
cold temperatures, they are somewhat vulnerable to fire. Their hide, hard
like diamonds, gives them resistance to blades and other weapons. Rumor has
it that the black dragon species inhabit snowy and less inhospitable regions
of the world.
Related helpfiles: Race.
22. pixies race
Pixies are little people about four inches tall. Although they have
wings, the wings are weak and not fully functional. Many pixies prefer to
live in gardens and have a steady diet of pollen and nectar. Pixies are
allergic to silver and thus are very vulnerable to it. Though they are tiny
creatures, they can be very bossy and will not hesitate to defend themselves
or their territory. Because of their size, pixies can easily avoid being
pierced. They are, however, easily bashed.
Related helpfiles: Race.
23. arcane gnomes arcgnom race
Arcane Gnomes dwell in cities. They are focused mainly on the pursuit of
knowledge; thus, they are extremely eager inventors and wizards.
Related helpfiles: Race.
24. whisper gnomes whignom race
Whisper Gnomes are stealthy creatures. They are sly and very suspicious
and lack the cheerful outlook of the other gnome races. Where other gnomes
are stocky and clumsy, the Whisper Gnomes exceed in being stealthy.
Related helpfiles: Race.
25. selkies race
The selkie are a race of aquatic seal people. Selkie have a warm, soft
fur coat and short claws which makes them a noble race of fierce fighters.
Selkie are able to quickly adapt to extreme temperatures due to their
evolved internal temperature regulation, and thus they are resistant to fire
and cold; they are, however, very sensitive to electricity due to their
natural moisture. Selkie are able to breathe water. Selkies do not need a
boat to travel over water. They have enhanced healing in water based areas
but reduced healing in desert areas.
Related helpfiles: Race.
26. yukes race
The Yuke are an extremely intelligent and knowledgeable race. They are
tall and slender and can pass through a busy city unnoticed as their
movement is completely silent. The only thing keeping these beings from
going unseen is the armor they wear; they do not even cast a shadow upon the
ground in sunlight. Not much is known about this race except that they
evolved from the Shadow race. Some say the Yukes are only souls that use a
physical form, their armor, to augment their magical abilities. The Yuke
are completely immune to ailments such as disease and poison, and because of
their extreme fortitude, they are also resistant to mental attacks. If a
player is not effected by the TRUE SIGHT spell and looks in a room where
there is a Yuke, the player will see 'a silent soul' in the room. Yukes are
immune to blindness (from dirt kicking only).
Related helpfiles: Race.
27. zoogs race
Zoogs are small, furry and nimble creatures possessing both intelligence
and slyness. They resemble rats with sharp claws and teeth, but their are
obscured by a collection of small, pink tentacles that hang from their
noses. While some view Zoogs as little more than mischievious
forest‑dwellers, there is a dangerous side to the Zoogs that catches many
people unprepared. They are quick and sly, with a rumored taste for human
flesh that leads to the disappearance of many who wander into their trees.
They horde forgotten knowledge and lore as eagerly as they accumulate
trinkets and treasures, and they guard their secrets as jealously as they
protect their wealth. They have a reputation for being devious and
unpredictable, and the full extent of their accumulated knowledge has never
been determined.
Related helpfiles: Race.
28. ratlings race
Ratlings are giant rats with humanoid‑like features such as the opposable
thumb. They walk upon their hind legs and are hairless. They are blind at
birth but are not hindered by this due to their excellent hearing. Ratlings
are strong creatures with extremely high resistances to ailments. They make
good thieves and fighters.
Related helpfiles: Race.
29. kitsunes race
Kitsunes are fox spirits who stand on their hind legs and wear clothes.
They take great pleasure in trickery and illusions. They have amazing speed
and cunning but no true ability in strength. Kitsunes are generally
free‑spirited and easygoing but at the same time are hardworking, logical,
and unafraid to lift a blade in self‑defense. Kitsunes are normally tall,
skinny, and nimble. They have two fox‑like ears protruding from their head.
As they age, they grow multiple long, bushy tails. Kitsunes are known to be
very loyal to family members and will often take revenge on those who cross
them. They are very seldom foolish and are rarely outwitted by other races.
For this reason, they are often regarded as some of the most dangerous
things to meet face to face.
Related helpfiles: Race.
30. drunk races
The Drunk Races area is a party quest zone where players race drunkenly
to the finish line. Whoever stumbles across the finish line first wins.
The rewards are definitely worth the effort.
Players can take part in this party quest once every 60 minutes.
Related helpfiles: Red Light.
31. storm giants stogiant race
Storm giants sometimes have violet skin. Violet‑skinned giants have deep
violet or blue‑black hair with silvery gray or purple eyes. Adults are
about 21 feet tall and weigh about 12, 000 pounds. Storm giants live to be
a ripe age. Storm giants tend to wear a few pieces of simple but finely
crafted jewelry, anklets (favored by barefoot giants), rings, or circlets
being most common. They live quiet, reflective lives and spend their time
musing about the world.
Related helpfiles: Race.
32. fire giants firgiant race
Some fire giants have bright orange hair. An adult male is 12 feet tall,
has a chest that measures 9 feet around, and weighs about 9000 pounds.
Females are slightly shorter and lighter. Fire giants live to be a ripe
age.
Related helpfiles: Race.
33. frost giants frogiant race
A frost giant's hair can be light blue or dirty yellow, and its eyes
usually match its hair color. Frost giants enjoy dressing in skins and
pelts, along with any jewelry. An adult male is about 15 feet tall and
weighs around 3000 pounds. Females are slightly shorter and lighter, but
otherwise identical with males. They live to a ripe old age.
Related helpfiles: Race.
34. cloud giants cldgiants race
Cloud giants' skin ranges in color from milky white to light sky blue.
Their hair is silvery white or brass, and their eyes are iridescent blue.
Adult males are about 18 feet tall and weigh about 5000 pounds. Females are
slightly shorter and lighter. Cloud giants live to a ripe old age.
Related helpfiles: Race.
35. fishman fishmen race
It is said that the fishman was once a human who evolved over thousands
of years into a creature with webbed hands and feet. On the sides of a
fishman's neck are gills which allow the creature to breath underwater with
ease. The body is covered in smooth milky skin. Males are often covered in
red stripes, whereas females have green stripes. Both have small fins
running down the length of their back. Fishmen are able to swim across
bodies of water without a boat and also have natural resistances to cold and
water attacks. They also have enhanced healing in water‑based areas but
have difficulty healing in desert areas.
Related helpfiles: Race.
36. dwarf dwarves race
Dwarves are short, tough and mighty. They are well known for patronizing
bars and taverns, and tales of their drinking skills are legendary. They
are also known for their ferocious fighting and stubbornness. Dwarves are
not taken to flights of fancy, but neither are they totally grim and
humorless. Family history, clan and personal honor are of utmost importance
to the dwarven race. Dwarves are also well known for their honesty, almost
to the point of bluntness, and would be a valuable ally and friend, or a
fearsome enemy. Dwarves are shorter than most humanoids, standing anywhere
from three to four and a half feet in height. Their frames are very stocky
and muscular. Dwarven men value facial hair, and rarely ever shave it.
Instead, their beards are worn long, with braiding and other such
ornamentation. It has been said that dwarf women also grow beards, but this
absurd notion would earn anyone so foolish to ask a firm slap in the teeth.
Dwarven hair colors are normally black, brown, blonde or red, but dwarves
usually go grey quite early. Eyes can also be any color. Dwarves have no
love for the evil races of the world, but their hatred of orcs (their
ancestral enemies) is almost unrivaled. Very rarely will a dwarf be civil
with an orc. Dwarves are naturally good, and often wonder why the hell
everyone else can't be. The dwarven constitution for alcohol is legendary.
With mighty draughts that would fell a normal man, a dwarf is just getting
warmed up. When in this drunken rage, it is said that a dwarf can fight
better and takes less damage from hits. They also are unhindered while
walking and do not stumble about as other races do while intoxicated.
Related helpfiles: Drunkness.
37. ogres race
The ogre race is one comprised of muscular, powerful humanoids. Ogres
respect strength and power, and have little use for those who they see as
weak. Their minds are not fit for learned pursuits, but they are far from
stupid. Some view the ogres as bloodthirsty and warlike as their way of
life is one that more civilized people would call barbaric. Ogres simply
see things in a different worldview ‑ there's right, there's wrong, and
those who are wrong should be crushed and driven before them. Their skin is
like a human's, only thicker and tougher. Ogres have strong, lantern‑jaws
and pointed ears. Their hair is often worn long, and can come in any shade
of color. Deep‑set eyes are often blue or brown, but can also be any
pigment. Ogres stand around seven to nine feet tall and are often as wide
around as two men. It is speculated that ogres live as long as humans,
perhaps longer.
Related helpfiles: Race.
38. illithids race
Illithids, or "mind flayers", as they are known, are mysterious beings
with extraordinary mental powers. They are the dimensional travelers, and
are rumored to have traveled to Erion from dimensions with unutterable
names.
Illithids are cold, logical and calculating. They do not often show
emotion, unless it is the grim satisfaction in utterly dominating an enemy.
They are wholly evil and manipulative, using their keen intellect to
overcome their overall physical weakness. They possess many great secrets,
and would use their powers to enslave an entire race, if need be. Some say
that to trust an Illithid is to court death.
Illithids are bipedal humanoids with heads that could only be described as
squid‑like. Their skin is smooth, slimy and grayish, and they have
tentacles that hang down the front of their face. Their eyes are unnerving,
with pale, milky globes that seem to bore right into the mind of an
observer. When an illithid speaks, it is with an otherworldly voice. They
are often in conflict with the drow and duergar, their traditional
competitors for space in the underworld.
Related helpfiles: Alhoon, Race, Ulitharid.
39. duergars race
Duergar aren't your merry painted garden gnomes, they are an evil
underground dweller closely related to Dwarves, and they have merciless,
unscrupulous fighting techniques. They don't fight clean, but just to win,
and would even kill their brothers if there were an advantage to doing so.
Like their Dwarven brethren, Duergar are typically stocky figures, though
beyond this there are many differences. Both male and female Duergar are
typically bald, with females also lacking the capacity to grow facial hair.
When they are not bald, however, Duergar grow spiny quills like those of a
porcupine rather than typical hair, both along their scalp and in their
beards.
Averaging 4 feet tall, they weigh nearly as much as an adult Human. While
other Dwarves tend to be round‑bodied and stoutly muscled, Duergar are wide
of shoulder but wiry and lean, their limbs corded with tough muscle. Their
skin is light or dark gray, and their eyes are dull black. They have
complete darkvision and while they can withstand sunlight, they are
vulnerable to light‑based attacks.
Related helpfiles: Drunkness.
40. alhoons race
The Alhoon race is an evolution of the Illithid which too possesses
incredible mental abilities but also has a penchant for magic, making them
excellent mages and psionicists. Their bodies are humanoid with an
octopus‑like head, four tentacles around their lamprey‑like mouth, and
three‑fingered hands. They differ from Illithids in that their skin does
not glisten with slime, rather it is dry, wrinkled, and cracked and purplish
blue in color. Their eyes are pale white and they can see perfectly well in
both darkness and light. Although sunlight does not cause them physical
harm, they loathe its brightness and feel a sensitivity to it.
Related helpfiles: Illithid, Ulitharid, Race.
41. ulitharids race
Ulitharids are larger than their brethren, the Illithid and Alhoon, and
possess greater strength and stature, standing 9 feet tall. By nature they
are vile and malicious beings and exhibit an even harsher and more spiteful
temperament than the Illithid. As such, they are treated as minor gods by
them. They are among the most feared creatures of the subterranean world,
and few creatures have the grit to challenge them. Their formidable mental
powers are their greatest weapon, their understanding of the universe
running so deep that it would drive most normal mortals insane. They are
humanoid in shape and possess an octopus‑like head with silver‑white eyes.
They have four tentacles which run almost the entire length of their body,
longer than the tentacles of both the Illithid and Alhoon. They have a
slender and elegant figure, their skin mauve in color, smooth and dry. The
Ulitharid race is an evolution of the Illithid.
Related helpfiles: Alhoon, Illithid, Race.
42. angels race
Angels are the evolution of the human race. Both males and females tend
to be tall and willowy, with skin of a tan, silver or golden hue, matching
their long flowing hair. They have light‑colored eyes, and have a set of
delicate wings folded over their backs when not in flight. While many might
assume them to be of good alignment, there are fallen angels as well, so
they can encompass the entire range.
Related helpfiles: Race.
43. kyuubis race
The kyuubi race is an evolution of the kitsune and stands about fourteen
feet tall on its hind legs. It is covered in thick, golden fur with a white
belly and paws. Its chest is covered in a thicker patch of purple fur,
surrounded by a yellow "trim" around its shoulders, with four wispy hairs
sticking out. Kyuubis have nine tails, each tipped purple, and sport long
claws of the same color. Its muzzle is long and pointed, like its
golden‑tipped ears, and on its face are markings resembling a kitsune. The
fur has a special property which gives resistance to fire and it is said
that kyuubis charm their opponents by shapeshifting into an appealing form.
Related helpfiles: None.
44. trolls race
A troll towers above your average man, supported by colossal stony limbs.
Their features are rugged, like stone worn down by the weather, and their
hair is wild. Some of them are so large and unkempt that plants can even
take root in their skin. Their skin color can range from a rock gray to an
almost midnight black hue, and they have bulging yellow eyes that allows
them to see very well in the caves they usually live in. There is also the
huldrefolk who are much less of an eyesore than their giant cousins. In
fact, they can easily be mistaken for humans, and attractive humans at that!
They are betrayed only by their tails, which can be cow‑like or fox‑like,
but these can be hidden by clothing.
Related helpfiles: None.
45. weblings race
A webling is the name given to spiderlings in their youngest form, before
they have fully matured.
Brown, grey or black cover most of their bodies, with occasional flashes of
bright yellow, red or orange in their chitin, with eight long, multijointed
legs, the only way to distinguish a webling from a more usual large spider
are their human like faces, and their habit of walking on four hind legs set
in double pairs, with their upper body and front four legs raised to mimic
the torso and arms of a humanoid.
Though not inclined to wear clothes, some Weblings do don armor for extra
protection, or to more easily blend in with other races should they need to
go above ground. Indeed, with two legs each shoved into jackets and
trousers, weblings could pass for three‑foot tall humanoids, provided nobody
looks too closely.
Like all spiderlings, weblings usually live in underground colonies, deep
under the earth, each ruled by a matriarch or ruling queen, who controls
most of the colony's residents by the force of her will alone.
Though often associated with the dark arts, and particularly the drow elves'
fearsome spider goddess, since each colony's queen is a lore unto herself,
spiderling attitudes can vary hugely, from seeing other races as food, to
mistrusting them, to even trading with them freely, although all spiderlings
tend to share a love of quiet underground places and a desire to work on
their intricately woven, web art works in peace.
When Weblings do venture above ground, either exiled from their home
colonies, or simply leaving on missions of discovery, their speed and
versatility often make up for their brittle chitin, which makes them
vulnerable to crushing blows. Although their life underground has made them
fear light, they can use their webs to keep opponents off balance, making
them formidable opponents in battle.
Related helpfiles: None.
46. taranchulans taranchulums race
Taranchulum are weblings who have survived past childhood long enough to
metamorphose into their adult form.
Spinning a densely cocooned sphere of silk, the webling enters, usually
dragging behind it a large supply of food, only to immerge a few weeks later
as a much different being.
Taranchulum stand six feet tall, and retain the black, grey or brown
colouring they had as weblings, though usually the brighter markings on their
chitin have faded to dull reds or golds.
As well as growing in size, Taranchulum's faces more closely resemble those
of spiders, with large protruding fangs and flashing compound eyes, usually
gleaming a ruby red or bright gold.
No longer able to pass for humanoids on the surface, many Taranchulum return
to their home colonies, using their formidable web abilities to create great
silken poems, as they prepare to serve their queen in their last duty.
Those Taranchulum who do decide to make a life outside their home colonies
have likely grown large, thick skinned and over all dangerous enough not to
care what others think of them, indeed some even say that their unusually
strong wills are a reflection of their growing mental powers, just as their
ability to spin their webs into tough, natural armor is a reflection of
their growing physical prowess.
Related helpfiles: None.
47. chitanids races
Chitanids are the awesome final form of the spiderling race. Nobody is
entirely sure of the process by which a taranchulam transforms, but it's
said to involve a web so intricate, that no species without compound eyes
can follow it, and an expenditure of mental force great enough to shatter
mountains.
Up to 12 feet in length, Chitanids themselves are entirely spiderlike in
form, usually going about on all eight legs, though still able to use their
limbs most dextrously.
Their chitin changes from dull black or brown, to a bright gleaming
material, appearing black or grey in some lights, but shining pearlescent in
others, while the flashes of color about their abdomens glow like gems.
Male chitanids are extremely rare, since usually upon transformation, the
first thing a male does is mate with his colony's queen, who subsequently
devours him.
Though it is said that some males of great fortitude have overcome their
natural impulses, and journeyed the surface world on missions of their own.
Female chitanids might challenge their queen for control of a colony, though
are more likely to simply wait until a male is ready to transform, and so
begin a colony of their own, indeed most chitanids encountered outside of
the home colonies tend to be females looking for prospective mates, or
trying to grow strong enough to challenge the mental powers of their
mothers, especially if a female chitanid's philosophy or outlook differ
markedly from the queen of her colony.
In battle, chitanids' abilities can rival even the strongest of dragons.
Able to use their minds as a weapon, and even use a combination of
transcendental webs and mental force to wield weapons against their foes,
they are opponents not to be under estimated.
Related helpfiles: None.
48. demons race
Like the term "angel", the term "demon" properly applies to two
distinctly different groups of beings.
Some, called native demons, or infernals, are residents of the infernal
realm itself. Immortal, evil creatures of great power and unknown purpose,
who seek to influence the realm of Erion through their interactions with
mortals.
When mages or necromancers speak of "summoning demons", it is these
creatures they seek to interact with.
The race of demons who inhabit Erion are quite another matter.
Like angels, these are humans who have chosen to accept some form of demonic
transformation offered by the infernal powers in return for some sort of
service.
Taller than average humans, their skin ranging in colour from livid violet
or scarlet, to a glossy reddish or purplish black, their eyes usually burned
orange or gold. Both males and females sport large, bat‑like wings, which
usually remain folded on their backs, and a small set of curving horns
protruding from their foreheads.
Cunning, often cruel, with eyes that see far and deep, and frequently
working in the service of darker powers, it is no surprise that many people
forget such demons were once human.
Yet, just as there are angels who retain their celestial form while falling
into evil, so it is said some who accepted a demonic form nevertheless walk
the path of atonement, attempting to make up with acts of heroism and
kindness for the dark bargain they previously struck.
Related helpfiles: None.
49. sparks race
The Birth of Sparks
In the battlefield where the infernal and celestial tides clashed and
mingled, a unique phenomenon occurred, the birth of Sparks. These were the
primal energies, remnants of the celestial and infernal clashes, taking on
an elemental life of their own.
Erion possessed a unique quality that set it apart from other worlds; it was
alive with awareness. Nature, the essence of Erion's consciousness, was not
a silent force but a living, thinking entity. It pondered its own
existence, rocked by passions, loves, and furies as it sought to comprehend
itself. As nature's thoughts split between creative and destructive,
eternal and dying, the elements were born.
First, the ever‑changing fire, often destructive but necessary. Then, the
immovable strength of earth, taming the roiling fires. Water followed, a
cooling balm of cloud and rain, and finally, the invisible beauty of air, a
beauty with a hidden sting in its lightning.
Amidst this cosmic struggle, Sparks emerged as the embodiment of the purest
elemental energy. A spark is a small but powerful force, an unformed energy
that yearns to be something more. It is a ball of pure potential, a
swirling mass of possibility waiting to be shaped and molded. A spark is
like a seed, a dormant force that holds within it the potential for growth
and transformation.
Related helpfiles: None.
50. air elementals race
The air elementals came into existence as a manifestation of the delicate
balance between the infernal and celestial tides. Born from the sparks of
elemental energy, these beings emerged at the meeting point where the
roiling waves of fire and the cooling touch of celestial ether gave birth to
the world of Erion. As nature, the sentient essence of Erion, pondered its
existence and passions split into creative and destructive forces, the
invisible beauty of air found its form. The air elementals appear like
graceful humanoids, embodying the essence of this unseen force. Their
existence mirrored the duality of nature, holding both the calming breeze
and the fury of lightning within their forms.
Related helpfiles: None.
51. earth elementals race
In the cosmic tableau of Erion's inception, the earth elementals rose as
steadfast sentinels, born from the convergence of celestial and infernal
tides. Emerging from the sparks of elemental energy that shaped the world,
these beings embodied the essence of unyielding strength and immovable
stability. The earth elementals, sculpted from thoughts of immovable
strength, manifested as humanoid figures of stone and soil. The earth
elementals bore the weight of solidity, symbolizing the grounding force that
tamed the roiling fires beneath.
Related helpfiles: None.
52. fire elementals race
In the crucible of cosmic forces that forged Erion, the fire elementals
blazed into existence as living embers, the result of the celestial and
infernal tides colliding in a tumultuous ballet. Born from the very sparks
of elemental energy that ignited the world, these beings embodied the
essence of change and destruction, pulsating with the raw power of fire.
The fire elementals, born from the untamed fervor of ever‑changing flames,
emerged as fierce embodiments of both chaos and transformation. They
carried within them the heat of unbridled power, symbolizing the relentless
force that shaped the world.
Related helpfiles: None.
53. water elementals race
In the cosmic battlefield that orchestrated the creation of Erion, water
elementals emerged as fluid entities, born from the delicate interplay of
celestial and infernal tides. Rising from the sparks of elemental energy
that defined the world, these beings embodied the essence of soothing waters
and the mysterious depths of the oceans. The water elementals, formed from
the cooling balm of cloud and rain, materialized as humanoid beings, with
flowing hair that streams behind them. They embody the ever‑changing
currents and depths, representing the fluid force that maintains the
equilibrium of the cosmos.
Related helpfiles: None.
54. custom race
Syntax: custom race <text>
The custom race command lets players create a personalized race name that
fits within Erion's fantasy setting. Names can be up to 15 characters long
and a maximum of two words. Silly or inappropriate names are not allowed ‑‑
see rule 12.2. Your original race is shown in the score command, while
custom race displays your custom name. The whois command and NPC dialogue
will also reflect your custom race. A 5‑minute grace period allows free
changes.
Related helpfiles: None.

