The Races of Nephin
Click the name of the race that you are interested in to view its picture.
Angels-
The angel is a frail yet smart race of creatures. They visit the world of men rarly and even in there own worlds, are very rare.  Angels live almost forever. They live in close famillys and marry for life. They have from 3-15 kids at a time.  Angels can fly but only when light or unencumbered (can only wear light armor), and can also make thier wings visually fade at will.  Angels need very limited sleep (an hour every month), and drink/eat very little, if ever.  They aslo have very keen eye sight, and can be of both light and dark beliefs.

Banshees-
The banshee or groaning spirit, is the spirit of an evil female elf -- a very rare thing indeed. Banshee hate the living, finding their presence painful, and seek to harm whomever they meet.  Banshees appear as floating, luminous phantasms of  their former selves. Their image glows brightly at night, but is transparent in sunlight.  Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groaning spirit is wild and unkempt. Her dress is usually tattered rags. Her face is a mask of pain and anguish, but hatred and ire burns brightly in her eyes. Banshees frequently cry out in pain -- hence their name.  Banshees can sense the presence of living creatures up to five miles away. Any creature that remains within five miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack varies with the victim. Beasts and less threatening characters are killed via a touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit's keen are left alone.  Banshees loathe all living things and thus make their homes in desolate countryside or ancient ruins. There they hide by day, when they cannot keen, and wander the surrounding countryside by night.

Centaurs-
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.  Centaurs speak their own language.  Centaurs are sociable creatures, taking great pleasure in the society of others of their kind. Their overall organization is tribal, with a tribe divided into family groups living together in harmony. 

Changelings-
Many fairy children die before birth and those that do survive are often stunted or deformed creatures, known as Changelings.  The adult fairies, who are aesthetic beings, are repelled by these infants and have no wish to keep them. They will try to swap them with healthy children who they steal from the mortal world. Puckered and wizened features coupled with yellow, parchment-like skin are all generic changeling attributes. This fairy will also exhibit very dark eyes, which betray a wisdom far older than its apparent years. Changelings display other characteristics, usually physical deformities, among which a crooked back or lame hand are common. About two weeks after their arrival in the human household, changelings will also exhibit a full set of teeth, legs as thin as chicken bones, and hands which are curved and crooked as birds' talons and covered with a light, downy hair.  The wizened, ill tempered creature left in place of the human child is generally known as a changeling and possesses the power to work evil in a household.  It is their temperament, however, which most marks the changeling. Babies are generally joyful and pleasant, but the fairy substitute is never happy, except when some calamity befalls the household.  One positive feature which this fairy may demonstrate is an aptitude for music.  For the most part, it howls and screeches throughout the waking hours and the sound and frequency of its yells often transcend the bounds of mortal endurance. 

Dragons-
Dragons are an ancient, winged reptilian race. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Most dragons are identified by the color of their scales.  Generally, when multiple dragons are encountered they are a mated pair and young. Mated dragons are always young adults, adults, or mature adults.  Dragons, especially older ones, are generally solitary due to necessity and preference. They distance themselves from civilization, which they consider to be a petty and foolish mortal invention. Dragons are fearsome predators, but scavenge when necessary and can eat almost anything if they are hungry enough. All dragons have excellent senses of sight, smell, and hearing. Their enhanced senses enable them to detect all invisible objects and creatures.  Some dragons are able to communicate telepathically with any intelligent creature. The percentage chance for a dragon to speak is based on its Intelligence and age.

Dwarfs-
Dwarves are a noble race of demihumans who dwell under the earth, forging great cities and waging massive wars against the forces of chaos and evil. Dwarves also have much in common with the rocks and gems they love to work, for they are both hard and unyielding. It's often been said that it's easier to make a stone weep than it is to change a dwarf's mind.  Standing from four to 4� feet in height, and weighing 130 to 170 pounds, dwarves tend to be stocky and muscular. They have ruddy cheeks and bright eyes. Their skin is typically deep tan or light brown. Their hair is usually black, gray, or brown, and worn long, though not long enough to impair vision in any way. They favor long beards and mustaches, too. Dwarves value their beards highly and tend to groom them very carefully. Dwarves do not favor ornate stylings or wrappings for their hair or their beards.  Dwarven clothing tends to be simple and functional. They often wear earth tones, and their cloth is considered rough by many other races, especially men and elves. Dwarves usually wear one or more pieces of jewelry, though these items are usually not of any great value or very ostentatious. Though dwarves value gems and precious metals, they consider it in bad taste to flaunt wealth.  Dwarves have found it useful to learn the languages of many of their allies and enemies. In addition to their own languages.   Dwarves are courageous, tenacious fighters who are ill-disposed toward magic. They never use magical spells or train as wizards, though they can become priests and use the spells of this group. 


Elves-
Elves are the most magical and mysterious of the races.   Half-elves are the offspring of a human and an elf.  Elves are incapable of mating with other races and producing offspring, and most respectable elves wouldn't even if they could.  Females tend to be lighter and shorter than males.

Aquatic Elf-
One of the most noticeable physically (along with drow) of the elven races, these elves have bright purple eyes, bluish-green skin and fine, seaweed-like blue hair.  They have gills, and can breathe air and water.  Uncomfortable around air-breathers, they have webbed hands and feet, but still retain the natural elven dexterity (and the somewhat frail health).

Drow-
Along with aquatic elves, drow are the most easily recognized elves.  Their skin is ebony like their souls.  They have stark white hair and violet or red eyes.  Drow are exceptionally quick, intelligent and observant, but share elven constitution and are also reviled and hateful, penalizing their Charisma.

Fire Elf-
Fire elves have dark skin or light skin with deep eyes of a warm nature and blazing hair the color of the sun.  Fire elves are fast, and extremely talented with the fire magics.

Snow Elf-
Snow elves have white skin and hair, and pale blue eyes (though exceptions are not unknown).  Snow elves are fast, observant and hardy, but are very distrustful of those that have not proven themselves.

Winged Elf-
They are even more delicate than their land-bound brethren, their facial features even more chiseled and angular.  Their most stunning characteristic is their large, feathered wings.  Generally, these wings are white, but red, brown and black exceptions are not unknown.  Their hair is most often white or black (though like wings, numerous exceptions are known), while eye color is blue or green.  Most winged elves are claustrophobic.  They have incredible speed and eyesight, but this is somewhat offset by their hollow, frail bones and their vulnerability through their wings. 

Wood Elf-
Wood elves are the most populous and open of the elven races.  Wood elves have blond or brown hair, any color eyes and sharp features.  Their skin tends to be pale, though not as pale as that of high or faerie elves.  Wood elves make excellent rangers, and many wood elven warriors are rangers rather than fighters.  Wood elves are quick and observant, but lack the strong health of humans or dwarves.



Fairy-
The Fairy race is a secret one. They live mostly in deep forests. Fairys are small, only about 2 inchs tall. They have beatutiful wings and a sweet face. They can also become invisable at will. They must be good.  Fairys can fight with either a long sword or a bow, but can not wear armour.

Ghost-
Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status. Thus, they roam about at night or in places of darkness. These spirits hate goodness and life, hungering to draw the living essences from the living.  As ghosts are non-corporeal (ethereal), they are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures.  In most cases, a ghost is confined to a small physical area, which the ghost haunts. Those who have heard stories of a haunted area can thus attempt to avoid it for their own safety.  A ghost often has a specific purpose in its haunting, sometimes trying to "get even" for something that happened during the ghost's life. Thus a woman who was jilted by a lover, and then committed suicide, might become a ghost and haunt the couple's secret trysting place. Similarly, a man who failed at business might appear each night at his storefront or, perhaps, at that of a former competitor.  Another common reason for an individual to become a ghost is the denial of a proper burial. A ghost might inhabit the area near its body, waiting for a passerby to promise to bury the remains. The ghost, in its resentment toward all life, becomes an evil creature intent on destruction and suffering.  In rare circumstances, more than one ghost will haunt the same location. 

Goblin-
These small, evil humanoids would be merely pests, if not for their great numbers.  Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull soiled-looking colors.  Goblin speech is harsh, and pitched higher than that of humans. In addition to their own language, some goblins can speak in the kobold, orc, and hobgoblin tongues.  Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat resistant to the diseases that breed in such filth.

Griffon-
Half-lion, half-eagle, griffons are ferocious avian carnivores that prey upon horses and their kin (hippogriffs, pegasi, and unicorns). This hunger for horseflesh often brings griffons into direct conflict with humans and demihumans.  Adult griffons stand five feet at the shoulder and weigh over half a ton. Their head, upper torso, and forelegs are like those of a giant eagle. This eagle half is covered in golden feathers from its wing tips to its razor-sharp beak. Their powerful forelimbs  end in long, hooked talons. Wings, with a span of 25 feet or more,  rise out of their backs. The lower half of a griffon is that of a lion. Dusky yellow fur covers the lion half's muscular rear legs and clawed feet. A lion's tail hangs down from the griffon's powerful rear haunches. Griffons speak no languages, but emit an eagle-like screech when angered or excited (usually by the smell of horse).  Griffons, like lions, live in prides, with each pride comprising several mated pairs, their young, and one dominant male. The dominant male is responsible for settling territorial disputes with other prides and choosing the direction the hunt will take.

Halflings-
Halflings are a hard-working race of peaceful citizens. Their communities are similar to those of humans, although they usually contain many burrow homes in addition to surface cottages.  Halflings average 3 feet in height, have ruddy complexions, with sandy to dark brown hair, and blue or hazel eyes. Their dress is often colorful but serviceable, and they like to wear caps or tunics.   When equipped for battle, halflings wear padded or leather armor. A halfling force is usually armed with short swords and hand axes.  All halflings are naturally resistant to magic and poisons. 

Humans-
Humans are by far the most populous race (look in the mirror...hopefully you'll see a human). 

Lycanthropes (were-bats, cats, dogs, bears, etc.)-
Lycanthropes are humans who can transform themselves to resemble normal animals (any animal you, the player, wishes) or monsters. The term "lycanthrope" is actually a misnomer, coming from the roots lycos (wolf), and anthropos (man). A more correct term is "therianthrope," from therios (animal) and anthropos. However, since werewolves are the most common therianthropes, the term lycanthrope has gained much more popularity, and more common usage.  The condition of being a lycanthrope, often referred to as a curse, is called lycanthropy. A distinction must be made between true lycanthropes and infected lycanthropes. True lycanthropes are those to whom lycanthropy is a genetic trait; they breed with other lycanthropes and produce baby lycanthropes. Only true lycanthropes can infect others with lycanthropy. Infected lycanthropes are those whose lycanthropy results from being wounded by a true lycanthrope.  True lycanthropes can change shape at will, regardless of the time of day or phase of the moon. Infected lycanthropes are usually humanoid during the day. When darkness falls on the night of a full moon, or on the night immediately preceding or immediately following a full moon, the infected lycanthrope unwillingly changes shape and is overcome by bloodlust. 

Lizard Men (People)-
Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.  Adult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection. Lizard man garb is limited to strings of bones and other barbaric ornament. Lizard men speak their own language.  Lizard men are typically found in swamps, marshes, and similar places, often (35%) dwelling totally underwater in air-filled caves. A tribe rarely numbers more than 150 individuals, including females and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against outsiders, including other lizard man tribes.  Lizard men are omnivorous, but are likely to prefer human flesh to other foods. In this regard they have been known to ambush humans, gather up the corpses and capture the survivors, and take the lot back to their lair for a rude and horrid feast. 

Pegasus-
See unicorns...minus the horn and plus wings.

Shapeshifters-
Often mistaken for human, this wondrous race permits the ability of magical, but natural ability to change form if needed.  They are often distinguishable from humans by the mysticism of their hair, eyes, and skin colors, which seem to set off a mysterious glow.  Shapeshifters can assume the form of up to 5 animals/creatures that they have become very familiar with, and can change at will, often carrying thier animalist features in personality when assuming a human form.

Sirens-
Sirens are described as having bodies of a bird and beautiful human heads.  Sirens are skilled musicians both vocally and instrumentally, and tend to live around water (sea).  Sirens are hardly ever seen, and are known for thier ability to charm men to thier deaths by song.

Treants-
Treants are strangely related to both humans and trees, combining features of both species. Peaceful by nature, treants can cause great damage when roused to anger. They hate evil things and the unrestrained use of fire.  Treants are almost indistinguishable from trees. Their skin is a thick, textured, brown bark. Their arms are gnarled like branches and their legs fit together when standing like the trunk of a tree. Above the eyes and along the head are dozens of smaller branches from which hang great leaves. In winter the leaves of a treant change color but rarely fall out. Treants are very intelligent and often speak a number of languages including their own, elf, dwarf, common, and a smattering of just about all other humanoid tongues (at least enough to say "Get out of my trees!").  Due to their tough, barklike skin, treants have a superior Armor Class rating against almost all weapons. Their only weakness is fire.  Treants live in small communities, usually amidst old hardwood forests (oak, maple, mahogany, etc.). In the forest treants rarely reveal themselves, preferring not to interact with the more transient lifeforms (anything with a lifespan of 500 years or less). Humans and demihumans have only a slight chance of spotting a treant who is trying to blend in with the trees.  : Treants, like all trees, gain sustenance via photosynthesis. Treants often sleep for long periods of time (anywhere from a few days to several years) during which short roots grow into the ground beneath them gathering water and minerals from the soil. Reproduction is via off-shoot stalks which the female treants then protect and care for until the stalks are grown.  The lifespan of a treant is not known, but is several thousand years at least. As they grow older, treants become slower and less agile, sleeping for longer periods and talking less of things that are and more of things that were. Eventually an old treant will not wake up, taking permanent root in the spot where he sleeps and living out the rest of his life as a normal tree.

Trolls-
Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The trolls' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color. Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from males; they are both larger and more powerful than their male counterparts.  Trolls walk upright but hunched forward with sagging shoulders. The trolls' gait is uneven and, when running, the arms dangle free and drag along the ground. For all this seeming awkwardness, trolls are very agile. They are masterful climbers and can scale even sheer cliffs. 

Unicorns-
Unicorns dwell only in temperate woodlands, away from human habitation. These fierce but good creatures shun contact with all but sylvan creatures (dryads, pixies, sprites, and the like); however, they will show themselves to defend their woodland home.  Powerful steeds with gleaming coats of pure white hair, unicorn eyes are usually deep sea blue or fiery pink. Long, silky white strands of hair hang down from the mane and forelock. A single ivory-colored horn, 2 to 3 feet in length, grows from the center of each unicorn's forehead. Males are distinguished by the white beard beneath the chin; females by their more elegant and slimmer musculature. The hooves of a unicorn are cloven and yellow-ivory in color. Unicorns speak their own language as well as those of other sylvan creatures and elves.  Unicorns can sense an enemy from 240 yards away. Likewise, unicorns move very silently.  Unicorns are immune to poison.  Lone unicorns occasionally allow themselves to be tamed and ridden by a human or elf maiden of pure heart and good alignment. A unicorn that submits once and is treated kindly will act as the maiden's steed for life, even carrying her beyond the realm of his forest if she so desires. Unicorns make exceptionally loyal mounts and will protect their riders even unto death.

Vampires-
Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire. Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless deep underground, they must return to the coffins in which they pass the daylight hours, and even in the former case they must occasionally return to such to rest, for their power is renewed by contact with soil from their graves.  One aspect that makes the vampire far more fearful than many of its undead kindred is its appearance. Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many cases, a vampire's true nature is revealed only when it attacks.  There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no reflection in a glass, cast no shadows, and move in complete silence.  For more info on vampires and thier ablities, click here.
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