Single in-depth race pages done so far:
Vexin|Quil'sylar
Drow Dwarf Human Elf Halfelf Halfdwarf Hobbit Gnome Boden Halfkobold Khazir Wulfsmir Pujmara Vexin lshar Trundlar Halgan Dryad Bulbar SulSylar Althsylar Quilsylar Rakmathi Othar







The Vexin are a small, primal race resembling humans, although with a small 
set of leathery-black wings protruding from their backs, just below their 
neck.  They typically have very thin, delicate features, without any 
childlike traits.  Other races tend to regard the Vexin as chaotic, even 
evil, perhaps in response to the Vexin's love of harmless and not-so-harmless
pranks.

Vexin have the following advantages:
        * Natural flying ability.
        * High natural charisma
        * A mastery of the dark tongue, as well as a reasonable fluency in 
          common.

If you chose to play a Vexin, you will not be entered into the game unless 
your character is approved.


The Vexin make their home in the dark forest of Dalrikon, which lies just to
the north of the Slukroth mountains, which form the northern border of the
black Orcian kingdom. The forest of Dalrikon is a diseased and foul place,
where rotting mushrooms and fungus cover the forest floor, and leafless
black trees reach towards the perpetually overcast sky. The Vexin have not
built any towns or villages, and they tend to live individually in small
homes carved into the trunks of trees. The Vexin do have  underground
'meeting halls',  scattered throughout the forest, where they sometimes
group to discuss important events.

     Physically, the Vexins resemble tiny Humans no more than three or four
feet in height, with a pair of black leather wings protruding from their
backs. They typically have delicate and beautiful features, and their hair
is always a flaming red colour, usually cut short to the temples. They're a
very chaotic race, some would say evil even, and they delight in playing
practical jokes on anyone they come across. These pranks usually leave the
victim unscathed, though when they recover they may find that one or two of
their belonging has mysteriously vanished. Vexin are incredibly quick, both
of mind and body, and they are quite adept at using most forms of magic.
However, they aren't very strong, and they their physical stamina suffers
considerably from their small stature, and the unhealthy environment of the
Dalrikon forest. Vexin have a significant amount of charisma though, and
their wisdom is only slightly less than that of Humans.

    Even though women and men are treated equally in Vexin society, for some
strange reason the female Vexins outnumber the males by a three to one
ratio, and only females are usually seen beyond the boundaries of Dalrikon.
Female Vexins despise Dryads, and they have many colourful names they use
when referring to them, their most favorite being 'those green-skinned
sissies'. The Vexin know that the Quilari hate them with a passion, though
the reason for this hatred baffles them and they usually turn tail and run
at the first sight of anything that remotely resembles a Quilari hunter.
Both Shugrak, the black speech, and Common are spoken fluently by the Vexin,
though they tend to prefer Common. Surprisingly, religion plays a part of
the Vexins lifestyle, and they pay homage to both Seraph and Chantalle
daily. Most Vexin are very whimsical and chaotic, and they defiantly lean
towards the side of evil, but they are usually not so diabolical as the Drow
or the Orcs.

The Pujmara live in the emerald-green jungles that cover the Northeastern lands of Gojmar. In the depths of this tropical land they have built dazzling temples made of golden colored marble dedicated to Lanselya, the Cat goddess of Beauty. The females of the race rule over the social dealings within the city, and the race while the males deal with all other activities. The females are treated with much respect, as they are seen as closer to Lanselya than the males. The largest of the Pujmaran cities is Rajarm, which is located on the Northern coast of Gojmar. Rajarm is a well fortified city that is built on the edge of a cliff range. The citizens of Rajarm use these cliffs to their advantage in both combat and shelter. Many building have been built in to the cliff faces providing protection from not only the elements, but any enemies they might have as well. The Pujmara look a great deal like cats and they are sometimes disparagingly called the 'leopard people'. Their bodies are covered in fur that varies greatly in color from one to the next, and is adorned by black spots. They also have the long cylindrical tails characteristic of tigers and other large felines. Their faces look nearly identical to that of a cat, including the large eyes and whiskers. their eyes are often green or blue in color. The Pujmara stand just short of humans and their bodies are always sleek and slender. They are a little weaker than most races, but they have lightning-fast reflexes and are extremely agile. They are perhaps a little more intelligent than humans and are about as wise as them, but their constitution is somewhat less because of their fragility. The Pujmara refuse to wear anything that would inhibit their movement. Because of this they refrain from wearing shoes and most gloves and normally do not wear anything on their legs. They will not wear anything heavy or cumbersome. They prefer to make their own clothing out of silk, a material that can be found only on Gojmar. They also have a great skill in gem cutting and crafting jewelry and indulge themselves by wearing large amounts of gemstone jewelry. The Pujmara have their own language, called Vorjami. It's a flowing and hypnotic language which seems to just roll off their tongues with ease. They also learn common so that they may effectively trade and barter with the other races of Ellandor. The Pujmara are fierce enemies of the Wulfsmir, but because the Vork plateau, the home of the Wulfsmir is such a cold and frigid place, all-out war has never broken out between the two races for the Pujmara cannot tolerate cold weather for long. Most Pujmara are considered neutral, but they can be of any alignment. Pujmaran Histories: The Pujmarans believe they were created by Lanselya, the cat goddess of Beauty. Where they came from is not really known. After the great Cataclysm (if we are still doing that) they came upon a ruined city. They made their dwelling places there, and eventually built large temple dedicated to Lanselya. These ruins are now the city of Rajarm. The Wulfsmir are a strange race of beings that live on the Vork Plateau. A cold, snowy and wind-swept place that most other races find inhospitable. Vork is on the southern continent of Gojmar, and the plateau is in stark contrast to the rest of the continent, which is hot, steamy jungle. Most of the Wulfsmir live in Clanshold, a large fortress-city located in the center of the Vork plateau. Their society is clan-based, each clan has a leader, who in turn answers only to the Vorkma, the Lord of Vork, the chief of the clan chiefs. Physically, they tower over most races at seven feet in height, and their unusual physical features make them easy to spot. They have gray-coloured fur which covers their whole body, and their ears are triangular and pointed, much like those of a wolf. Their jaws are muzzle shaped, and they have row upon row of sharp, pointed teeth, this coupled with their gray fur does indeed make them look much like wolves, and some historians and scholars argue that 'Wulfsmir' is a word from the ancient western tongue of man, roughly translating to 'The walking wolves'. Wulfsmir are very strong, and in battle they like to wield gigantic weapons that can easily cleave their opponents in half. They're also very quick, but their reflex tend to be a little on the slow side. From living in such harsh climates, the Wulfsmir have a great deal of stamina, but hey spend most of their lives pursuing physical achievements, and consequently they are not very wise or intelligent. Wulfsmir could be considered atheists, for they do not worship any of the Guardians. Nonetheless, they are a deeply spiritual people, whom believe that a universal 'life force' flows through all things. The Pujmara and the Wulfsmir are bitter enemies, and the only reason war has not broken out between the two races is probably due to the differences in their habitats. Pujmara live in the humid jungles of Gojmar, the Wulfsmir live in the cold and barren Vork plateau, and neither race finds the other's climate hospitable. The Wulfsmir speak their own language, a gruff sounding tongue that other people find very difficult to learn. They are also taught a little Common, but they don't have a mastery of the language. Wulfsmir usually have a very serious and direct personality (They rarely joke around), but they can be of any alignment. This help entry is under construction. ..... pressure had been building as of late between the Khazir Dwarves and the Aldorans, over which of them controlled the mineral-rich Gemstone mountains, placed almost directly between their two lands. By 390 C.R., the tension had grown to a point where it seemed that all-out war was inevitable. All that was needed to ignite the flames was a spark, and in 392 C.R., there was a spark. While touring the new mines in Aldora, king Y'ta was buried in an accidental cave-in, but his son and successor, Y'po, believed it to be a Dwarven plot. Y'po ordered all of the Aldora military mobilized, and led the army himself towards the Khazir border. And so began the what was to be called the first Gemstone war, a war started because of a death, and continued because of the treasures that lay beneath the rocks of Ellandor. The present ruler of the Dwarves, Torin Stonefist, wasted no time is responding and immediately sent his army on the march to meet Y'po. The two armies met on a small plain that lay below the peaks of the Gemstone mountains, and a terrible battle took place. After weeks of fighting beneath the snow-caped peaks, the two mighty rulers chanced upon each other during the battle and faced each other in single combat. Legends are still told about the fight, and songs still sung, how it lasted for three days and three nights, neither of the combatants gaining an edge over the other. But on the fourth night, Y'po managed to disarm Torin and sent his great mithril axe flying, and the battle appeared to have been won. But Torin Stonefist was as stubborn as Dwarves come, and lived up to his namesake by planting a solid punch in Y'po's face, while Y'po simultaneously ran his sword through Torin's thigh. Too exhausted and injured to continue, they both collapsed on the battlefield, and were carried back to their army's encampments. The war was to last another three years, and eventually ended in a stalemate, neither side claiming victory. So ended the first Gemstone war, but the conflicts between the Khazir Dwarves and the Aldorans were far from over. In 516 C.R, as he lay in his bed dying of old age, Y'po's final wish was that Aldora once again rise up and crush the Dwarves, to avenge his fathers death and rightfully claim the Gemstone mountains. Thus, the second Gemstone war began, and the legends made, stories written and feats accomplished during it's fifty-four years of existence are far too many to list here. Sufficed to say that it too ended in a draw, and the two nations decided to split the Gemstone mountains between them. Since that time, the Khazir Dwarves and the Aldorans have tried very hard to forget that the other exists, and it has been quiet along the border for more than four-hundred years. The two races still hate each other of course. It is a crime for any Aldoran to set foot on Dwarven land, the punishment for which is an immediate execution with no trial. The Aldorans aren't nearly so kind to the Dwarves they find on their native soil. And all that it would take to start a third Gemstone war, is another spark..... - From 'Tales of the Gemstone Wars' by Bair Quailar, head historian of the Azure tower. The Khazir Dwarves are a proud race which live in and around the Khamaz mountian range in northern Ellandor. They are sometimes simply called 'The mountain Dwarves', although they consider this a demeaning term. The greatest of their cities is Dok'Mal'Khazir, which is built within the tallest mountain in all of Ellandor, Khazir, after which the Dwarves name themselves. Dok'Mal'Khazir is truly a magnificent place, with architecture and stonework so elegant and grand that some say it is the greatest city in all of Ellandor. Physicaly, the Khazir are a short and stout race, averaging between four and a half and five feet tall. They are very strong, and could easily overpower most humans. Khazir Dwarves also posses an incredible amount of stamina, this coupled with their strength makes them excellent warriors, although their dexterity leaves something to be desired. Also because of their long lifespan, the Khazir Dwarves usually posses much wisdom about the workings of the world, and their intelligence is about the same as that of humans. However, they have a somewhat superior attitude, and while not outright arrogant, they seem to secretly consider themselves better than most other races. This, coupled with their tendencies towards isolationism give them little in the way of charm. The language of the Khazir is Tol'Khamaz, a mysterious language that can sound both harsh and flowing at the same time. Only a handful of scholars outside of the Khamaz mountains have a true mastery of this language, and the Khazir will seldom teach an outsider how to speak it. Along with Tol'Khamaz, the Khazir also learn Common, but their harsh accents prevent them from ever mastering it. *** This is out of date... *** Religion plays a large part of the Khazir Dwarves's lifestyle, and in Dok'Mal'Khazir is a large temple dedicated to Dolgan. Seraph is also worshipped by them, and on the peak of Khazir, which they consider the holiest place in all of Ellandor, they have built a shrine to him, thanking him for his gift of the forge. Most Khazir are of a neutral alignment, but both evil and good ones may be found. HALF-KOBOLD HALFKOBOLD HLFKOBOLD HALFKOBOLDs are a mongrel version of the dog-like kobolds, and are about as tall as a GNOME. They don't have much going for them except for their fantastic agility -- they make terrific acrobats, as travelling sideshows have found out. HALFKOBOLDs tend to have weak bodies and are not very healthy, being prone to any number of canine diseases. They are not very intellectual, spending most of their time thinking about food, how to get food, and who will give them food. HALFKOBOLDs have certain abilities available to them: * Infravision Halfkobolds are omnivores; they can eat pretty much ANYTHING - including corpses lying on the ground - effects vary. You are what you eat! BODEN BODENS BODII Bodii are messengers of Gods. Noone really knows their purpose, as they are all MUTE. However, they are imbued with their God's power, and by uttering but a word are able to wreak destruction to their enemies. Being mute, they don't make very good Psionicists/Mages/Clerics/Druids. They can play Monks, but a few powers will be unavailable to them. Bodii have a powerful Innate power; type 'innate' to active it. This is a *really* experimental race, and will not be available in Beta. If you choose to play a Boden, do not ask or suggest any way to give Bodii speech: we won't. If you want to speak, play another race. Gnomes are small bipedal creatures, rarely growing taller than three and a half feet tall. Although it has yet to be proved, it is said that they are by far the longest lived of creatures. They are tinkering people, delighting in investigating new and unusual things. A gnome's ears are pointed very slightly and their body is slightly chubby. Mentally a gnome is very bright and they are only slightly weaker than humans. However, due to their eccentric behaviour they are not seen as the wisest of creatures. They are blessed with infravision. The Gnomes are an unusual race that tend to live underground, but it is rumored they have a city built within a mountain somewhere. They don't normally venture abroad, and they are so seldom seen outside of their homeland that some people believe them to be myths. They are a very eccentric people, and they spend most of their time tinkering with things called 'machines', which are devices that can do things automatically or better than any person ever could. Gnomes delight in inventing and discovering new things of all sorts, not just machines, and Gnomish wizards have been known to cause more than a few accidents during their experiments to find new spells and magics. The Gnomes are very short, and seldom reach more than three and a half feet in height, and although it has yet to be proven, it's said that they are by far the longest-lived of all the races, and that many live to be six hundred years of age. They have Human-like features, but are somewhat chubbier and have ears which are pointed very slightly, and a complete lack of facial hair. Their eyes are very bright, often blue in colour, and their hair is always some shade of brown. People whom have encountered the Gnomes remarked that they look somewhat like the Halgan from a distance, but that a close observation makes it easy to distinguish the two races. Despite their small stature, the Gnomes are not as physically weak as you'd expect, and are only slightly weaker than Humans. Mentally they are extremely bright, and they delight in using their minds to invent new things, but due to their eccentric (Some would even say 'Crazy') behavior, they are not very wise. Their amount of physical and mental stamina is somewhat above average, but they are quite clumsy and awkward physically. During the time when Chaos ruled, there was a small Gnomish settlement near Sak'Marquil, the Drowish capital. The Drow captured and imprisoned the entire population of the Gnomish town, and used them as sacrifices in order to appease the Makmar Shadows, whom were involved with the Drow in some plot against the Sul'Sylar Elves. Since then, the Gnomes have been reluctant to leave their homeland, which is reported to lie in a mountain range east of Phirezal, but no travelers have reported seeing it before. Gnomes are not particularly religious, but they consider themselves worshipers of Vobvoah, the creator of life. They speak their own language, simply called 'Gnomish' by most, and any name that the Gnomes may have for it has never been revealed. Surprisingly, adventurers have reported that Gnomes can also speak Common nearly perfectly. Gnomes are always very whimsical and erratic, and can be any alignment but evil. HOBBITs are small funloving creatures with a strong sense of family. Sometimes there is an occasional black sheep with a strong desire for adventure. HOBBITs have small frames and are quite agile. Because of their size, they gain certain advantages when fighting much larger foes but they are also picked upon by these large gruesome beasts too. HOBBITs have certain abilities available to them. * Infravision. * Detect Hidden. * Cooking. HALFDWARVES are crossbreeds of HUMANs and DWARVES. They have all the physical attributes of DWARVES and have the stature normally associated with HUMANs. Unfortunately having DWARVEN characteristics, certain races may impart their hatred for DWARVES upon HALFDWARVES. HALFDWARVES have certain abilities available to them. * Infravision. HALFELVES are crossbreeds of HUMANs and ELVES. They have all the physical attributes of ELVES and have the bodily strength normally associated with HUMANs. Their stature is equivalent with that of HUMANs. Unfortunately, having ELVEN characteristics, certain races may impart their hatred for ELVES upon HALFELVES. HALFELVES have certain abilities available to them. * Infravision. Elves are supernatural beings of a dwarfish form, who posess the magical powers of infravision and detect hidden. They are physically weak but highly intelligent and dextrous. Humans are the most neutral of all races, and are generally looked down upon as quite boorish by the other inhabitants of Ellandor. Although certain groups among them have a propensity towards violence, they are in general happy to stay in their homes, farming their land and raising their children. Humans have the following advantages: * Other races view them neutrally and normally do not attack. * Are equally good in all classes. * Their stature does not make them an easy target to hit. * Mastery of Ellandor's common tongue. After the creation, during the time of chaos, most of the races peacfully traveled the world in search of habitats that would suit their physical and aesthetic needs, where they could create their homelands. However, it was a much different story for mankind. The Humans fought and bickered amongst themselves, for they could not all decide on what kind of land to live in. Some wanted to journey to the west, which was full of forests and grasslands. Some wanted to stay where they had appeared, a fertile flood plain through which ran a mighty river. While still others wished to settle the lands to the north-east, where darkness and chaos ruled. Ultimately though, the Humans decided to go their own separate ways. The lion's share remained on the plain where they had been placed by the guardians, and there they eventually built the mighty city of (Insert name of Starting City Here). A large group of them traveled to the beautiful western lands, where today the country of Adaria lies. The most devious and sinister of the humans journeyed to the evil lands of the north-east, and the few that couldn't decide where to go began to spread out and settle in almost every corner of the known world. The speech of Man is a plain sounding, efficient language, full of colourful expressions and colloquialisms. It is almost always reffered to as 'Common', but it's true name is 'Terrian', although the later name is only used among scholars. Common speech is used in every part of Ellandor, and is by far the most widely spoken language in the land, and is often employed even in remote sections of Ellandor where humans are rarely seen. As a whole, Humans are a very diversified lot, possessing mediocre abilities in almost every skill. While this tends to make humans less powerful than some races, it also allows them a wide assortment of possible carrere choices, and gives them no ture weaknesses. Not only is Mankind physically diverese, but thier personalities also vary widley from one member of their species to another, so that one may find humans of all different alignments and ethos. Being stockily built, dwarves have a higher than average constitution. However, they're slower moving than average, having a below average dexterity. They have a fair number of hatreds for other races, some of those being Giants, Ogres and HalfKobolds. Dwarves are famous for their legendary rapid regeneration ability. They have the following abilities: * Detect hidden * Infravision Once in the game, see HELP KHAZIR-INFO for information on the future of the dwarf on Abandoned Reality. DROW The Drow are an underground-dwelling race with a well-earned reputation for violence and scheming. Many of them tend towards practicing dark magic. One note should be made at this point. This MUD is roleplaying based. Some people may choose a drow for various reasons but in the world of Ellandor, the Drow are mean, vile, and nasty. They have betrayed many races and look at the others as tools until they can be sold out to further their domination. Playing a "Drizzt" type drow who is nice and kind to all, trying to make up for his brethrens crimes is fun and all, but is frowned upon here. For more info, read DROW-INFO once you begin play. DROW-INFO .... The Sul'Sylari had crossed the line now, and declared themselves the highest race on all of Ellandor. How dare they think to place themselves above the Drow, whom Lord Seraph made with his own hand?! Clearly, they needed to be put in their proper place, and so in 380 C.R High Lord Dk'Both devised a brilliant plan which would teach those moon-loving wretches a lesson they would never forget. Dk'Both approached the Makmar Shadows, an unusual people whom lived in the far north-eastern parts of the land, and said to them "Help us rid the world of the accursed Sul'Sylari, and we shall reward you. For every female of their's you kill, we shall make one sacrifice to your God". The Makmar accepted High Lord Dk'Both's gracious offer, and so began the punishment that the Sul'Sylari clearly deserved for their blasphemous declaration. For sacrifices, we turned to the Gnomes, a rather pathetic race of beings that live underground like us. They were quite easy to catch, and rarely put up much of a struggle, which made them the perfect vict... Err.. sacrifices for the Makmar's dark god. High Lord Dk'Both's plan was working perfectly, for the fear of Seraph was driven into the hearts of the Sul'Sylari, but alas, all good things must come to and end. In 475 C.R, Prince Rathar of Alcroth ran into one of our caverns and chanced upon a meeting between High Lord Dk'Both and the Makmar King, Showollo, whom had just slain Rathar's mother, Queen Tequair. Unfortunately, Lord Dk'Both did not sense the arrival of the accursed Sul'Sylar Prince, whom cowardly hid behind a rock, and did say far too many revealing things during his conversation with Showollo. Then, acting like any sniveling Sul'Sylar would, Rathar shot both Lord Dk'Both and Showollo in the back with his bow. Lord Dk'Both did not die though, and he turned to face the wretched prince, whom kicked dirt into the eyes of the High Lord and then ran his sword through his heart. For this act, the Drow shall bring the wrath of Seraph down upon the heads of the Sul'Sylari.... - From Dak'Bla Qui'Elvequi, "The Book of the Dark Elves". The Drow are a race of Elves that dwell in the bowels of Ellandor, deep beneath the surface. There, they have built a great city, Sak'Marquil, which lies in a huge natural cavern. Above the towers of Sak'Marquil lies a gigantic vein of quartz that leads all the way to the surface, which allows the light of the sun to reach the city, although it's a bit dimmer than the light on the surface. All Drow have dark, purple-coloured skin and eyes, and their hair is completely white. A highly intelligent race, the Drows are masters of black magic, and many of them also poses enough wisdom to become dark priests and priestesses. The Drow are also stronger than most of their Elven kin on the surface, except for the durable Quilari, and Drowish warriors should be both feared and respected for their prowess in battle. However, the Drow suffer from a lack of charisma, and their health has languished from spending so many years under the surface. The Drow speak their own language, the true name of which is unknown, and is simply referred to as 'Drowish'. It is a harsh and forceful sounding tongue, and is seldom spoken outside of Sak'Marquil. The Drow are also learned at speaking Common, which they are taught in order to ease communication with the other races of Ellandor. Seraph is the only Guardian recognized by the Drow, and although in their writings it seems like they fervently worship him, in truth they usually only use his name as an excuse to commit acts of evil. There is a small temple dedicated to his worship in Sak'Marquil, but hardly any of the Drow visit it regularly. Overall, the Drow are a very evil and cruel race, but some tend to view the world a bit more neutraly, and these few are still somewhat uncaring and cool to those around them. C:\WINDOWS\DESKTOP\The Land\AAE\ARracepage.html http://abandoned.org:4448/help/VEXIN 1
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