Races
First there were standard races. Human, Giant, Elf, Centaur, and the like. Then one day some new peoples came to the world of A Merging of Fates. They came from the trees, from Underground, from caves and coffins alike. And they all arose, one waiting to stand out from the crowd, and be sent forth into the world.
Below is a listing of all the races and their descriptions. Some races have natural abilities and skills. Some have special Handicaps. Choose Wisely. The difference between life and death on a MUD is your choice of race.
The NEW Races
Nymphs are the embodiements of beauty. Male or female, they are always in the prime of their life. They are quite graceful and lithe, thus they are not strong. However, their charm has been known to enthrall the strongest of men and creatures. They however have never been known to be charmed, so it is rumored that they cannot be. Due to their lithe bodies, they never make much noise when they move, and if you are not watching for them, they will sneak up on you before you even know they are there.
Yuan-ti are a fierce race whom are constantly at war. They strike fear into their enemies by their grotesque appearance. A human torso and arms, but the back and lower body is covered in scales like those of a snake. They are have natural ability with a sword due to their war-like nature. They have inherited an immunity to poison from their snake ancestry.
Drows are elves are darkness. Their skin has turned black to reflect their dwelling place within the world, underground. Drow weaponmasters are feared through the land, and their kind is not often mentioned. Their eyes have adapted to the dark, and thus can see heat from others. They are creatures of persuasion, so they are not charmable, or not often affected by mental spells or attacks.
Treants are a race of tree folk. They are large creatures, that when they are still, look like a normal tree. They have bark for skin, leaves for hair, and branches for arms. Their age and patience allows them to excel in all realms of magic, but their slowness hampers their ability to move and fight.
Liches are powerful mages who have turned themselves into undead with unholy magics. As they rise in undead form, they realize that they have lost much power in the transformation, and quickly try to recapture it. Liches are able to see body heat in the dark, and their magical nature allows them to regenerate themselves faster than most creatures. They are not affected by poison or disease. Liches are weak to holy symbols and objects, and fire.
Vampires are the predators of the night. They were once adventurers such as yourselves, but due to the bite of another vampire, they have been born unto a world of darkness. Vampires are very agile, moving the same speed as Phalanxes. They are able to detect body heat and are thus pulled to it as a moth to a flame. Their awareness is such that nothing can hide from their senses. A leaf falling in the forest is instantly noticed by a Vampire. Vampires are immune to charming, due to their own high charisma, and since they are undead, poison and disease do not work, either. Their vulnerabilities however, lie in the dazzling rays of the sun, the purest word poke by the purest priest, the silver of the crucifix, and the burning torches of angry villagers.
Djinnis are genie nobles. They are very tough warriors and make great mages. Djinnis do not believe in gods, they just like to think they are gods. Thus holy spells do not affect them as much as they normally would, and nor does the Negative plane materials. Genies primary form of transportation is flight, which they are magically endowed with. They have excellent night vision, so they are rarely caught blind because of lack of light.
The Original Races
Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all four classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices.
Giants resist heat and cold with nary a mark, due to their huge mass. However, their slow minds make them extremely vulnerable to mental attacks. Giants, due to their size and stamina, receive the fast healing and bash skills for free. (Only giant warriors receive bash)
Centaurs are a magical horse like race. Because of there magical background they make good magic users, ok warriors and pitiful thieves. Centaurs are woodland creatures, which gives them hide as a default skill, as well as kick.
Dragons are huge magical creatures that are resistant to fire. Their size makes them good fighters (resistant to bash).And because of their magical background they also make good magic users, but horrible thieves. Dragons get lore and second attack as base skills.
Dwarves are short, stocky demi-humans, known for foul temper and great stamina. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning. They receive the berserk skill for free (if warriors), and can see in the dark with infravision.
Elves are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are for more agile, both in body and mind. Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves receive the sneak and hiding automatically. They may see in the dark with infravision.
Phalanx is a cat like creature with claws, tail,and fur. Beeing cat-like a Phalanx is very agile, making good thieves, ok warriors, but only passable magic-users, and clerics. Because of the agility, phalanx is affected by haste permanently.