Base races are those that can be chosen without needing to be unlocked with account experience (see advanced races below). They are not as powerful as advanced races, but are still very capable.
Gnome | Half Elf | Hill Dwarf | Human | Kagonesti Elf | Kender | Minotaur | Mountain Dwarf | Qualinesti Elf | Silvanesti Elf
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Gnomes are the tinkers and inventors of Krynn. Fast thinking and
fast speaking, their minds are forever fixed on cogs, gears, wheels, bells,
whistles, and steam-powered engines. Despite the dangers inherent in their work,
gnomes (sometimes called “tinker” gnomes) adore technology and continue
throughout the ages to pursue and perfect their inventions. Personality:
Inventive, skillful, and enthusiastic, gnomes are devoted to making life easier
through technology, though their complex inventions usually have the exact
opposite effect. Science is a gnome’s life, so much so that every gnome chooses
a special Life Quest upon reaching adulthood. More important than family ties,
the Life Quest defines the gnome. The Life Quest is always related to furthering
knowledge or developing technology. The goal is specific and usually out of
reach. It is not uncommon for Life Quests to be handed down from one generation
to the next multiple times before it is achieved. Successful completion of a
Life Quest ensures the gnome, and any forebear working on the same quest, a
place in the afterlife with Reorx. Only one gnome was ever able to complete
three separate Life Quests in his own lifetime, and he was deemed a mad gnome
and cast out of Mount Nevermind for making everyone else look bad. The gnome
dedication to knowledge and invention leaves them sadly lacking in the social
graces, at least when it concerns other races. Gnomes are always eager to
discuss projects and compare notes, and in their hurry to explain what they
mean, they often forget to be polite. Gnomes do care for other people’s
feelings, but they’re typically focused on another matter entirely by the time
it occurs to them that they were rude. The worse thing in the world (at least in
the minds of other races) is a gnome apology. Believing that action speaks
louder than words, a gnome making an apology will build an invention
specifically for the injured party. All too often, this invention ends
Since the time of Kith-Kanan, when elves first began to interact
extensively with human races, elves and humans have fallen in love and married.
After the Cataclysm, human bandits and mercenaries raided Qualinesti borders,
looting the elven lands, killing elven men and raping elven women. Half-breed
children are the result of both unions. Whether born of love or hate, the mixed
blood of the half-elves forever brands them as outcasts from both elven and
human society. Half-elves inherit the best qualities of both their parents. They
have the love of beauty and reverence for nature of the elves and the ambition
and drive of humans. Due, perhaps, to the prejudice they face from both
societies, half-elves tend to be introverts and loners. Scorned and belittled,
some half-elves are insecure and rebellious, lashing out at those who hate them
for what they are.
Hill dwarves have left their underground halls to practice their
skills in the greater world. Hill dwarves share the traits of their mountain
dwarf cousins, but are a bit more accepting of other races and cultures. All
hill dwarves are of the Neidar (“Nearest”) clan. A longstanding, bitter feud
exists between hill dwarves and mountain dwarves, dating back to the Cataclysm.
The hill dwarves accuse the mountain dwarves of having shut the doors of
Thorbardin on them when the Neidar sought refuge following the Cataclysm. In
their defense, the mountain dwarves claim that they had resources enough to feed
only their own people and that, if they allowed the hill dwarves into the
mountain, they all might have starved.
Humans were among the first races created by the gods. They
represent the Neutral portion of the triangle, and thus they were gifted with
the freedom to choose their own ethical and moral paths. Due to their short
lifespans, humans are viewed by longer-lived races as ambitious and impatient,
restless and dissatisfied with their lot in life. Humans live throughout
Ansalon, with cultures so diverse that the differences between individual humans
are as great as differences between elves and dwarves. A race of extremes,
humankind keeps the great pendulum of history constantly swaying between good
and evil, law and chaos. Although each human culture differs from every other, a
basic distinction can be made between so-called “civilized” human societies and
the primitive, nomadic tribes. Both cultures believe their way of life to be
superior to the other. City dwellers think of the nomads as ignorant savages,
while the tribesfolk look upon city folk as soft and misguided.
At home in the forests, the Kagonesti, or wild elves, believe
every creature and object, from insects and birds to rivers and clouds,
possesses a spirit. They honor these spirits and know that, in return, the
spirits honor them. The Kagonesti believe that a happy life can only truly be
achieved by harmoniously existing with nature. Passionate and proud, they want
only to be left to themselves. Due to the expansion of human nations and
mistreatment by their own elven cousins, the Kagonesti have been dragged from
their forest homes and forced to live in a world they do not like or understand.
Unlike their more placid kin, Kagonesti can be hottempered and fierce when
driven to extremes.
To the other races, kender are the child-race of Krynn. The
diminutive kenderhave short attention spans, intense curiosity, and a
fearlessness that servesthem well in battle, but often lands them (and those
traveling with them) indanger. Kender live a carefree existence where every new
day is a day ofwonderful secrets just waiting to be discovered. Their most
defining charactertraits are their insatiable curiosity and their utter
fearlessness, which makesfor a frightening combination. All dark caves need
exploring, all locked doorsneed opening, and all chests hide something
interesting. Young kender aroundthe age of 20 or so are afflicted with ”
wanderlust”, an intense desire todepart their homeland and set out on a journey
of discovery. Almost all kenderencountered outside the kender homelands are on
wanderlust. Kender aretantalized by the prospect of the new and exciting, and
only the most extremecircumstances force them to place their own
selfpreservation above thispursuit. Even the threat of imminent demise does not
deter kender, for death isthe start of the next truly big adventure. The
unquenchable curiosity of kenderdrives them to investigate everything –
including other people’s personalpossessions. Kender appropriate absolutely
anything that catches their eye.Physical boundaries or notions of privacy are
both alien concepts to them,while the monetary value of an object means nothing
to them. They are as likelyto be more captivated by the feather of goat-sucker
bird as by a sapphire.Kender are never happier than when their hands are in the
pockets, pouches, orbackpacks of those around them. Kender do not consider such
appropriation to bethievery as others understand it (kender are as contemptuous
of thieves as thenext person). Kender term this “handling” or “borrowing”
because they firmlyintend to return what they pilfer to the proper owner. It’s
just that with somany exciting and wonderful things going on in their lives,
they forget to givethings back. Kender are at best bemused and at worst outraged
at being accusedof theft or pick-pocketing. Kender always give perfectly
reasonableexplanations for just about every accusation leveled at them.
At home both on land and at sea, minotaurs live in an honor-based
society where strength determines power in both the gladiatorial arenas and in
daily life. Minotaurs believe in the superiority of their race above all others.
They believe their destiny is to rule the world. From youth, minotaurs are
trained in combat and warfare and instilled with a strict code of honor. The
militaristic society of minotaurs gives them a rigid view of the world, clearly
delineated in black and white. Minotaurs value strength, cunning, and
intelligence. The ultimate test of all three virtues is conducted in the Great
Circus, an annual contest held in a gladiatorial arena.
The dwarves of the mountain kingdoms existed apart from much of
Ansalon throughout their history. Since their contact with the outside world
often turns out badly, the self-sufficient dwarves are quick to shut their gates
and seal off their halls to preserve the way of life that has sustained them
since the Age of Dreams. Mountain dwarves come from one of the following clans:
Hylar (“Highest”): This is the oldest of the dwarf clans, often considered the
most noble. Their halls within the mountain kingdoms are the best appointed and
always magnificent. Daewar (“Dearest”): Another highly respected clan, the
Daewar produce many important warriors and leaders. They are known for their
excellent fighting prowess and often work in conjunction with leaders of the
Hylar clan. Klar: The Klar were a clan of hill dwarves who were trapped inside
Thorbardin during the Cataclysm and not allowed to leave the mountain kingdom
when the dwarven kingdom was sealed from the inside. As a clan, they are known
for wild-looking eyes and wiry beards, though in truth their reputation as
madmen is largely undeserved. The mountain dwarves subjugated them as suspected
Neidar sympathizers during the Dwarfgate War (another unfairly leveled charge)
and since that time they have survived as a servitor clan. They are known as
fierce combatants and loyal friends. Though their position of servitude may be
unjust, many unflaggingly support their Hylar masters.
Of all the elven nations, the Qualinesti elves have the most
interaction with the other races of Krynn. Though some Qualinesti prefer to
remain in their forest homes, others can be found exploring the continent as
merchants, priests, wizards, and travelers. Because of their relatively long
life spans, Qualinesti accept the past without regret and look forward to the
future. They patiently pursue their goals and have an optimistic view of life.
While they grieve for what has been lost to them through the years, the
Qualinesti do not allow themselves to dwell on negative emotions, preferring
instead to look forward to the next new day, the next new challenge. The
Qualinesti elves take pride in their abilities, tending to look with disdain
upon the “crude†work by the obviously inferior races. Although Qualinesti
are more tolerant and outgoing than the Silvanesti and relate well with other
races, the Qualinesti still consider themselves the chosen of the gods. They are
opposed to interracial marriages and, although they may offer sanctuary to
half-elves, the half-elves are never fully accepted by the Qualinesti.
Cool, aloof, and seemingly untouchable, the Silvanestielves
represent all that is best and worstin the elven people. Their haunting beauty
ismarred by their cold and aloof natures. Theyconsider themselves better than
all other peopleon Ansalon, including their own kin, the Qualinestiand
Kagonesti. Being proud and arrogant, the Silvanestihave little use for the
members of any otherrace, including other elves. Silvanesti are
extremelyprejudiced against the cultures of ‘inferior’ people, and are
intolerant of other customsand beliefs. Silvanesti dislike change. Their
societyhas endured for more than 3,000 years, andhas changed very little in that
time. When changedoes occur, it is usually forced onto them. Slow totrust and
quick to blame, very few Silvanesti formlasting friendships with non-Silvanesti.
Advanced races, are races that can be unlocked during regular game play by spending what we call ‘account experience’. This account experience is gained in multiple ways simply by playing the game. Once an advanced race is unlocked, it is available for every character on your account. Advanced races are more powerful than base races, but the experience required to level up is much higher.
Few creatures are more feared than the lich. The pinnacle of
necromantic art, who has chosen to shed his life as a method to cheat death by
becoming undead. While many who reach such heights of power stop at nothing to
achieve immortality, the idea of becoming a lich is abhorrent to most creatures.
The process involves the extraction of ones life-force and its imprisonment in a
specially prepared phylactery. One gives up life, but in trapping life he also
traps his death, and as long as his phylactery remains intact he can continue on
in his research and work without fear of the passage of time. The quest to
become a lich is a lengthy one. While construction of the magical phylactery to
contain ones soul is a critical component, a prospective lich must also learn
the secrets of transferring his soul into the receptacle and of preparing his
body for the transformation into undeath, neither of which are simple tasks.
Further complicating the ritual is the fact that no two bodies or souls are
exactly alike, a ritual that works for one spellcaster might simply kill another
or drive him insane. Please note that a Lich has all the
advantages/disadvantages of being Undead.
Vampires are one of the most fearsome of the Undead creatures in
Krynn. With unnatural strength, agility and cunning, they can easily overpower
most other creatures with their physical prowess alone. But the vampire is much
more deadly than just his claws and wits. Vampires have a number of supernatural
abilities that inspire dread in his foes. Gaining sustenance from the blood of
the living, vampires can heal quickly from almost any wound. For the victims of
their feeding, they may raise again as vampiric spawn… an undead creature
under the vampire’s control with many vampiric abilities of their own. They may
also call animal minions to aid them in battle, from wolves, to swarms of rats
and vampire bats as well. They can dominate intelligent foes with a simple gaze,
and they may drain the energy of living beings with an unarmed attack. They can
also assume the form of a wolf or a giant bat, as well as assume a gasoeus form
at will, and have the ability to scale sheer surfaces as easily as a spider may.
But a vampire is not without its weaknesses. Exposed to sunlight, they will
quickly be reduced to ash, and moving water is worse, able to kill a vampire
submerged in running water in less than a minute. Being a vampire is a state
most would consider a curse, however there are legends of those who sought out
the ‘gift’ of vampirism, with some few who actually obtained it. To this day
however, such secrets have been lost to the ages. However these are the days of
great heroes and villains, and such days often bring to light secrets of the
past. Perhaps one day soon the legends may become reality. Please note that a
Vampire has all the advantages/disadvantages of being Undead.