Race

Races:

* Sentient
	+ **Human** - Humans are among the more populous races on Vuldranni, and live on most of the continents. They are adaptable, live moderately long loves, and have few limitations placed upon them. That said, they receive few bonuses.
	+ **Elf** - Not just the pointy-eared environmentalists from days or your. Elves in Vuldranni are still pointy-eared, but exist in a wide variety of environments. They are an offshoot of creatures native to the Fey plane of existence, and as such, they tend to seem as if they belong to both worlds at the same time. They live inordinately long lives and seem to relish in beauty. They have a love of magic and an innate ability with the arcane arts. They tend towards the pursuit of justice, of being good and kind. Elves receive +2 to Dexterity, and increased mana regeneration.
		- **Elves of the Trees -** commonly referred to as wood elves, live in enclaves in large forests, isolated from most other sentient races. They tend to be insular and Xenophobic, reacting aggressively to any perceived intrusion. As an Elf of the Trees, you gain +2 to dexterity, Night vision, and bonuses to woodcraft skills. Your starting spawn point must be within one of the wood elf enclaves.
		- **Elves of the Sea -** live in an archipelago constrained to single geographic area of the world. Their lives revolve around the Ocean, living within and around the water. They sail on boats, they fish, they swim. Their skin has darkened due to the constant exposure to the sun, and they have lost their darkvision. As an elf of the sea, you gain +2 to agility, gain waterbreathing, and have significant bonuses to all water-based skills. Your starting spawnpoint must be within one of the sea elf villages.
		- **Elves of the Clouds -** are from the tallest mountains of Vuldranni, and their hard lives have given them an ability to breathe with less oxygen. They spend their lives at altitude in some of the harshest climes known, and that life in duress has modified their digestives systems, so that they are able to draw nutrition from nearly anything. +2 to constitution, Darkvision, significant bonus to nutrition and resistance to disease.
		- **Elves of the Wastes -** live in a portion of the world known as the Wastes, the physical remnant of a long magical war. They are a militaristic society devoted to fighting back the demons their society accidentally unleashed upon the world. +2 to Agility, Darkvision, Significant bonuses to martial abilities. Your starting spawn point must be within the wastes.
		- **Elves of the Shade -** live underground in massive natural caverns. They avoid sunlight and are considered masters of underground agriculture. They have excellent darkvision, but have serious complications in bright light. +2 to Dexterity, -1 to Constitution, Darkvision to 200 ft and significant bonuses to agricultural skills.
		- **Elves of the Sun and Moon -** are elves who have integrated with nations that are not of their own race. They have spread across the globe, and they hold allegiances with nations that are not of their own race. Most elves any sentient being encounters on Vuldranni are of the Sun and Moon. +2 to Charisma, +1 to Luck, Darkvision.
		- **True Elves -** have recently crossed over from the Feedoheem and have joined the world. They have a deeper connection to magic, but less of a connection to the physical world. True elves may spawn at any point on Vuldranni. +2 to Intellect, +1 to Wisdom, -1 to Strength, Darkvision and bonuses to Planar Travel.
	+ **Half X** - combine any two races, no matter how bizarre. Be warned, if you get too creative this may end up with you spawning in a wizards lab. Possibly in a cage. More expected combinations are limited to spawn locations where both races are present.
	+ **Dwarf**
	+ **Gnome**
	+ **Orc**
	+ **Goblin**: Goblins are (small) sentient humanoids about the size of a human 5 year old. While not inherently evil, finding a goblin who is not cruel, petty, sadistic, cowardly, xenophobic, cannibalistic, short tempered and stupid is like finding a needle in a haystack. Much about goblin society is unknown due to their radical rejection of outsiders; but what is known comes primarily from their tendency to be dominated by and integrated into Orc tribes and Dark Lords armies.
		- Clyde Hatchet discovers that the Goblin Race primarily bases itself within a sub-plane of Vuldranni known as The Gloom, periodically pouring forth from gloom portals and retreating into them when armies are raised to eradicate them.
		- Montana Cogshall discovers that the Night Goblin Sub-Race (and possibly all goblins) spawn from a specialized hive-like abomination that near instantly absorbs all organic material it comes in contact with and spawns a wide variety of situation appropriate goblinoids.
	+ **Minotaur**: Bipedal humanoid bulls, Minotaurs are known for their strength. They are a class 3 furry, having recently been raised from monster to intelligent race. It is a part of their culture that upon being given a nose ring they lose their ability to blood rage, and become far more stable, mentally.
	+ **Agachnern**: An eldritch abomination from the plane of water, agachnern are a vaguely humanoid, vaguely squid-like, mostly teeth race of intelligent monsters. They have no society as known by the citizens of Vuldranni, but those who know of them, say that the only reason these virtually immortal many eyed psychics do not rule the world is because agachnern dry out and die quickly if removed from the water.
		- Agachnern are able to infect other races, turning them into Eldritch Thralls. The thralls are amphibious, able to leave the water and infect others via claw strikes, but must return to the water regularly. They have a massive attack score, but very low durability and only minor speed or strength. They rely primarily upon their claws and bio-electricity. While they are easy to break, the only true way to kill a thrall is to remove or destroy the head.
	+ **Battenti**
	+ **Kobold** - 3 to 4 foot tall, kobolds are the dragon-kin equivalent of goblins. They live in thickly packed warrens where they practically crawl over each other, tend to join dark lords, are violent, scrappy and not particularly bright. They have a leg up though, in that they have families and society, which tame them and give them a relative understanding of loyalty and economy, which the goblins lack entirely. Of particular importance though, is that Kobolds can evolve into other reptilian races under specific circumstances. In addition to this making the evolved kobold a higher tier race, evolving drops the evolved to level 1, while allowing them to keep all of the skills, spells, abilities, boons and stats they gained prior to their evolution. If they weren't so violent, stupid and prone to getting killed, this would make them a global power. As is, they're little more than vermin.
		- **Snowbold** - an evolution of the Kobold race suited for deep cold and low oxygen environments. It is unknown how this evolution occurs, but it is suggested that developing the ability Resist Cold is the start of the path.
		- Kohemoth - an evolution of the Kobold race that looks identical to the Kobold save that instead of standing 3-4 feet tall, they are 3-4 meters tall and covered in muscle. While it is unknown quite how the transformation is accomplished, one group of kobold bruisers did so after eating excessively and getting mauled by Montana.
		- Lizardman - an evolution of the Kobold race that stands 7 feet tall and looks like an elongated Kobold. Nothing is known about their stats or how this evolution is accomplished.
		- Saurid - an evolution of the Kobold race that stands 8 feet tall and has a crockadillian figure. Nothing is known about their stats or how this evolution is accomplished.
		- Naga - an evolution of the Kobold race that has a serpents tail for a lower body and is suggested to be particularly intelligent. Nothing else is known about their stats or how this evolution is accomplished.
	+ **Lutra** - Level three furries, Lutra are sentient Otters, elevated by the goddess Eona. Many other races have a bias against the Lutra, saying that the only friends a Lutra have are their flees, and that they steal anything not nailed down; but Clyde and Montana have found them to be a steadfast and loyal bunch; if just as prone to foolishness and over-thinking things as they are.
	+ **Woch**
	+ **Ursus**
* Monster
	+ Flerb - an insect race. Little is known about them.
		- Winged Flerb - this flerb held the class lvl 2 scout, suggesting flerb intelligence. Could be wrong.
	+ **Slimes** are a viscous semi-aquatic family of creatures. They exist as a diffuse decentralized nervous system spread throughout various super-fluids. The specific species of slime determines the nature of the slimes fluid body and how capable it is of reshaping said body. Generally with an intelligence hovering slightly above 0, slimes possess a massive constitution and can survive being cut into hundreds of pieces. The primary means of fighting slimes, is fire, which dehydrates and hardens or in some cases ignites the slimes body fueling the blaze. Secondary means of attack include alchemical attacks, usually desiccants and accelerates. Mass Bludgeoning, Slashing or piercing attacks can kill a slime, but are generally considered a quick way to kill your entire party.