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Races

The races listed here are available in Arctic. You should choose a race that complements your desired guild/class.

Gnome
Goblin
Half-Elf
Silvanesti
Hill Dwarf
Human
Hylar Dwarf
Kender
Minotaur
Kagonesti
Qualinesti


GNOME

Gnomes tend to dwell in isolated pockets throughout Ansalon, a fact that many are thankful for. They are a short folk, usually the size of human children. Gnomes tend to have richly brown skin, white hair and blue or violet eyes. Males usually wear soft curly beards. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure.

The gnomes of Krynn are widely known for their crackpot inventions which inevitably fail. Each gnome is given a "life quest" which they must complete in order to attain eternal happiness after death. None have yet succeeded. However, some gnomish inventions have purpose, for other tasks. The legendary "gnomeflinger" is just one strange invention of this busy and hard working race. They can still be found today, in Mount Nevermind.

All gnomes are quick witted, however they suffer from one major problem; they talk extremely fast, and are difficult to understand. Gnomish names tend to take one to two days to recite, depending on how much a gnome has accomplished in his life. Never the less, they are accepted upon Krynn, albeit mainly as the brunt of stories and jokes.

Gnomes are highly intelligent and as such are a strong choice for any guild where intelligence is valued, such as mages. They are also wise which makes them a very good choice for druids and clerics. Gnomes are also more dexterous than one would think and in guilds where this is valued, they can be an above average choice. However, due to their size, they are not very strong nor do they possess strong frames, thus making them only average warriors.

Classes Available to gnomes:
Warrior, Scout, Thief, Cleric, Druid, Mage

Alignment Restrictions:
none

GOBLIN

The Goblins of Krynn live their lives in the wilderness beyond settlement in primitive conditions. They are short, flat-nosed creatures with green skin. They are around the same size as kenders and almost as quick. The goblin's life centers around the tribe, where they are born and will most likely die. Their society is based around the philosophy of "might makes right." As a group, they rarely look beyond their next meal, battle, or plunder. Most goblin tribes are semi-nomadic, wandering from place to place like a plague of bandits, stripping an area until it is despoiled. Or until the local militia rouses itself. Some few tribes have managed to wrest small villages from their previous inhabitants. Goblin rule over these villages rarely outlasts a moon-cycle, but such "goblin towns" are the highest form of goblin civilization.

Goblins are born killers and Goblins are vicious fighters when angered. Goblin temper in general, is very short, thus they do a lot of fighting. Goblins have no shame and will lie, cheat or steal to get what they want. Their lifestyle and the need to survive in the wilderness has made the goblin stronger than humans and they have a remarkable ability to heal wounds faster than any other race.

Goblins are far from the smartest or wisest races on Krynn and are not known for their discipline, thusly they do not make good druids, mages and clerics. The mystic and arcane are not foreign concepts to goblins however and they can be good shaman's.

Their strength and quickness make them good choices for thieves and scouts. These attributes and their smaller frame and regenerative properties make them an above average choice for warriors and barbarians.

Classes Available to goblins:
Warrior, Thief, Barbarian, Scout, Shaman

Alignment Restrictions:
Neutral Chaotic, Evil Chaotic, Evil Lawful, Evil Neutral Neutral Evil, Neutral Lawful

HALF-ELF

The half-elves of Krynn are the offspring of human and elven parents and due to this mixed heritage they are frowned upon by both cultures. Half-elves strongly resemble their elven parent, but unlike the elven race, males can grow facial hair. They are slightly taller and somewhat stockier than most elves. Half-elves inherit the dexterity of their elven parents.

Since most are raised in an atmosphere of shame, half-elves tend to be insecure, which often leads to rebellious or anti-social behavior. Most half elves are natural leaders but few feel worthy of the responsibility or are given the opportunity. All half-elves are loners - brooding, quiet, and struggling with self doubt.

Because half elves are generally stronger and stockier than their elven parents and nearly as agile, they are above average choices for rangers, dark knights and thieves. Half elves also make slightly above average warriors, mages, clerics and druids.

Note that despite what elves are like in fantasy books and other games, elves are not long lived here. They have the same lifespan as humans.

Classes Available to half elves:
Warrior, Scout, Thief, Cleric, Druid, Mage, Dark Knight

Alignment Restrictions:
none

SILVANESTI

Elven tradition has long since held that they were the first to be born into the world. They hold all life and nature in great respect, and loss of these things distress elves greatly. Being in harmony with the land, most elven communities are deep within forests, far away from other racial settlements. Elves in general are tall, lithe, elegant creatures with pointed ears, thin limbs and graceful movements. They stand about five feet tall and weigh between 90 and 100 pounds with women being slightly shorter and lighter than men. No elf can grow facial hair.

There are two communities of high elves on Krynn:

SILVANESTI: The Silvanesti are the oldest elven race on Krynn from which all other elven races can find their roots. They are a proud, arrogant, and stoic people who have little use for other races, including other elves. They believe in strict racial purity. Silvanesti are fair-skinned, their hair color ranges from light brown to blond-white and their eyes are hazel. They speak in melodic tones and move with a natural grace.

QUALINESTI: The Qualinesti are exiles from Silvanesti lands. They are more sociable than the Silvanesti, however, they share the Silvanesti prejudice toward other races and are intolerant of interracial marriages. Qualinesti are in general smaller and darker than the Silvanesti. They have eyes of blue or brown and hair ranging from honey-brown to blonde.

Note that despite what elves are like in fantasy books and other games, elves are not long lived here. They have the same lifespan as humans.

High elves are very intelligent and wise and because of this are regarded as excellent mages, druids and clerics. Elves possess a high degree of dexterity which makes them above average choices for scouts but are somewhat limited by their average physical strength and slight frames. This lack of strength and constitution sometimes brands them as average warriors and barbarians.

Classes Available to elves:
Warrior, Scout, Thief, Cleric, Druid, Mage, Paladin, Barbarian

Alignment Restrictions:
none

HILL DWARF

Hill dwarves, also known as Neidar, are the most commonly encountered dwarven race on Krynn.

Neidar have deep tan to light brown skin, ruddy cheeks, and bright eyes. Their hair is brown, black, or gray, worn respectably trim around the ears and the majority of adult males wear long bushy beards and moustaches.

Neidar tend to be rough and coarse. They are extremely loyal and honorable to their clans, and are capable of deep and lasting friendships. Neidar have low, rich voices and can sing quite well. They have an extreme aversion to traveling by water.

As with most dwarves Neidar belong to clans that they are extremely loyal to. Because of their dwarven roots, they are excellent miners, metalsmiths, and woodworkers. They live in villages and towns in the foothills surrounding Thorbardin but due to their exposure to the outside world (not subterranean dwellers) they have spread throughout Krynn integrating themselves, making their homes and fetching large sums of money selling there highly sought after craftsmanship.

The Cataclysm brought Hill dwarves flocking to Thorbardin for safety but the gates remained shut. None heeded their pleas. This cold-hearted action - or inaction- on Thorbardin's part became known as `The Great Betrayal'. It split the Neidar forever from the Hylar and sparked hatred between hill and mountain dwarves. In 39 AC, Neidar allied themselves with the Army of Fistandantilus in an attempt to retake Thorbardin. This was the `Dwarfgate War'. It ended in failure with heavy losses to both Hill and Mountain dwarves alike and the destruction of the magical fortress of Zhaman which exploded forming Skullcap and the Plains of Dergoth. Though, to this day, most dwarf kingdoms remain closed to the outside world the days leading up to, and during, the War of the Lance provided some small ground for cooperation between the Hill and Mountain Dwarves to defend themselves verse the Dragonarmies and to do limited trade with each other perhaps planting the seeds for some future reconciliation. But for now, the lingering old tensions still remain.

Hill dwarves are not as strong and considerably less sturdy than their Hylar cousins. Because of this, Hill dwarves are an average race for warriors and rangers. Hill dwarves do make a good choice for clerics and druids because they are considerably wiser than Hylar and more intelligent.

Note that despite what dwarves are like in fantasy books and other games, dwarves are not long lived here. They have the same lifespan as humans.

Classes Available to Hill dwarves:
Warrior, Scout, Cleric, Druid

HUMAN

Humans were the last race created by the gods. While the races before them were given the gift of long lives or sturdy frames, humans were given the gift of free will so that they could choose between good and evil. Humans have the greatest capacity for good or evil and because of this their souls are coveted by the gods of good and evil. Humans are like a great swirling storm, with violent gusts that forever change the world they pass through, but fading after only a short time. Humans shorter time in the world is spent striving for power and knowledge. They are quick to think and quick to act - often without considering the consequences. Because of this, humans give the world of Krynn motion.

Humans have the most variety in appearance of any race on Krynn. It is thought that because of this, humans are the most socially tolerant of all races, except perhaps kender. Humans have a variety of skin tones, hair-and eye-colors. Their height tends to be in the five to six foot range, and women are often a few inches shorter than men. Humans can live up to 60 years or more - a lifespan shorter than many other races. Humans pack a lot of energy and passion into those years.

Being such a short lived race and always in search of adventure and wealth, many humans become mercenaries and bounty hunters, and very few need much persuasion to go off in search of treasure! Humans have spread themselves to all corners of Krynn and are the most likely race to be found in nearly any city.

Out of the possible guilds you can play, humans are average at just about everything. Humans are probably more likely to explore away from their homeland (apart from those curious kender), and there are likely to be humans of all guilds traveling the roads.

Classes Available to humans:
Dark Knight, Paladin, Warrior, Barbarian, Scout Thief, Cleric, Druid, Mage

Alignment Restrictions:
none

HYLAR DWARF

The dwarves of Krynn are known to be descended from Gnomes and Kender. However, the dwarves deny this strenuously and argue that it was the God Reorx who created them, in the image of himself. Trying to persuade a dwarf otherwise will usually result in a brawl. Despite this hylar dwarves have a good nature and do not tend to be evil.

Dwarves fight tenaciously between themselves, and the dwarfgate wars between the hill and mountain dwarves was a long and bloody campaign which is the heart of many a tale around the inns of Krynn. A lot of dwarves are loners, wandering the countryside and offering their services at blacksmithy and masonry. Dwarven architecture and build is renowned and admired throughout the land. Armor and weapons crafted by a skilled dwarf often command high prices in the city shops.

Because they are so headstrong and very stocky, dwarves tend to withstand magic and poisons better than other races. They are stronger than humans, but slower and not as intelligent, thus making tough warriors. Hylar have the faith required to be clerics but despite their long lives are not very wise. Their racial characteristics make them average clerics if wisdom and intelligence are desired. In guilds where dexterity is valuable, such as thieves, they tend to be at a disadvantage.

Note that despite what dwarves are like in fantasy books and other games, dwarves are not long lived here. They have the same lifespan as humans.

Classes Available to hylar dwarves:
Warrior, Thief, Cleric, Scout

Alignment Restrictions:
Good Chaotic, Good Neutral, Good Lawful, Neutral Good Neutral Lawful

KENDER

The kender are thought to be descended from gnomes that were transformed by potent magic. Kender are a small, childlike race equal in size to human children. They are quite unmistakable however, with distinctive ponytails ('topknot' to a kender) and pointed ears. There are four things which make the Kender folk stand out from all others:

They are utterly fearless; they are insatiably curious; they are unstoppably mobile; and they have a tendency to take anything that isn't nailed down!

Their childish games and wild pranks can infuriate the calmest of travelers. Kender voices tend to sound shrill, like children, and when excited they tend to speak louder and quicker. They are known to be able to anger anyone beyond reason through the use of "taunting", which involves hurling insults at a furious pace. This skill has saved many a kender, for by angering their opponent so much, they often can't think straight and the fleet footed kender escape danger.

Kender have very good dexterity, which aids them in their favorite pastimes of picking locks and 'borrowing' other peoples trinkets and treasures. Kender are somewhat wiser than one would think and are able to make suitable clerics and druids. Kender are not as strong as humans but are quick-footed and have an amazing ability to bounce back from a hard blow. They do tend to make above average scouts when being quick-of-foot is important but are somewhat limited in toe-to-toe combat as warriors are often engaged in.

Classes Available to kender:
Warrior, Scout, Thief, Cleric, Druid, Barbarian

Alignment Restrictions:
none

MINOTAUR

The minotaurs on Krynn are excellent seafarers who live on a small island past the Blood Sea. While they are part bull and part man, they seem to combine together some of the best attributes of both. These huge humanoids stand at a hulking seven feet tall, with rippling chests and humanlike arms, legs and hands. Their feet however, end in a cleft hoof. Their bodies are covered with a layer of short hair. All minotaurs possess horns on their head and they tend to rigorously wax and polish their horns to make them shiny and strong. The minotaurs grow up in a tough environment which teaches them toughness and survival at an early age. In addition, minotaurs become very attached to their clans.

To a minotaur, honor is very important. Many will keep their word no matter what the cost is to them. A lot of their values are tied up in their beliefs that minotaurs are truly the superior race on Krynn. From this, minotaurs also believe that "might makes right." The harshest punishment in minotaur culture is to cut off the horns of a criminal, thus making the minotaur more akin to humans. Dehorned minotaurs have lost their pride and sullied their honor.

Minotaurs are extremely strong and their bodies are quite stout. They are a warrior race and thus tend to make a very good choice for warriors, barbarians and scouts. They are not particularly wise or smart and thusly make only average mages and clerics where such things are considered valuable. However, the great size of a minotaur combined with magical powers can make them doubly fearsome, especially as a shaman.

There is some racial animosity against the minotaurs for their beliefs and attitudes. Minotaurs should expect to experience open hostility in some places around Krynn.

Classes Available to minotaurs:
Warrior, Cleric, Mage, Barbarian, Scout, Shaman

KAGONESTI

The kagonesti are descended from high elves but long ago rejected the civilized trappings of their high elf cousins to establish their own wilderness settlements. Kagonesti are about the same size as high elves, but much more muscular, and not as intelligent. Their dark brown skin is traced with tattoos of clay and paint. Most have dark hair, ranging from black to light brown. Kagonesti elders have silvery white hair. All Kagonesti have hazel eyes belying their heritage with the Silvanesti. Wild elves believe that harmony with nature is the key to a full and happy life. They are proud people, hot-tempered and passionate. While these barbaric elves do not initiate wars or attack strangers, they are by no means pacifists.

The kagonesti elves are stronger and quicker than their high elf cousins and thusly are substantially better thieves. While Kagonesti are the stronger breed of elf, their frames are still weaker in comparison to humans and are somewhat limited in toe-to-toe combat as warriors and barbarians would be involved in. As they live in the wild they are capable of being excellent shamans but only below average clerics, druids and mages.

Note that despite what elves are like in fantasy books and other games, elves are not long lived here. They have the same lifespan as humans.

Classes Available to elves:
Warrior, Scout, Thief, Cleric, Druid, Mage Barbarian, Shaman

Alignment Restrictions:
none

QUALINESTI

Elven tradition has long since held that they were the first to be born into the world. They hold all life and nature in great respect, and loss of these things distress elves greatly. Being in harmony with the land, most elven communities are deep within forests, far away from other racial settlements. Elves in general are tall, lithe, elegant creatures with pointed ears, thin limbs and graceful movements. They stand about five feet tall and weigh between 90 and 100 pounds with women being slightly shorter and lighter than men. No elf can grow facial hair.

There are two communities of high elves on Krynn:

SILVANESTI: The Silvanesti are the oldest elven race on Krynn from which all other elven races can find their roots. They are a proud, arrogant, and stoic people who have little use for other races, including other elves. They believe in strict racial purity. Silvanesti are fair-skinned, their hair color ranges from light brown to blond-white and their eyes are hazel. They speak in melodic tones and move with a natural grace.

QUALINESTI: The Qualinesti are exiles from Silvanesti lands. They are more sociable than the Silvanesti, however, they share the Silvanesti prejudice toward other races and are intolerant of interracial marriages. Qualinesti are in general smaller and darker than the Silvanesti. They have eyes of blue or brown and hair ranging from honey-brown to blonde.

Note that despite what elves are like in fantasy books and other games, elves are not long lived here. They have the same lifespan as humans.

High elves are very intelligent and wise and because of this are regarded as excellent mages, druids and clerics. Elves possess a high degree of dexterity which makes them above average choices for scouts but are somewhat limited by their average physical strength and slight frames. This lack of strength and constitution sometimes brands them as average warriors and barbarians.

Classes Available to elves:
Warrior, Scout, Thief, Cleric, Druid, Mage, Paladin, Barbarian

Alignment Restrictions:
none

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Arctic MUD