Races on Darkwind
Last update: 14 June 2005
There are many civilized and
not so civilized races available on DarkWind.
Players can learn about and become many of these races at the Hall of Races in
You can tell a player's race from the WHO display. In the left-most column, you'll see the player's level in [ ] and it will be of a certain color and background. Below are the ones that I've observed so far:
Darkwinder
Glavian
Barbarian
High Elf
Shel-zaranite
Rift Duergar
Stone Dwarf
Gypsy
Northman
Arctic Elf
Hyperborean Gnome
Ice
Ogre
Ice Gnoll
Souvraeli
Desert Nomad
Desert Dwarf
Wayfarian
Scro
Wolf or Crinos (Garou)
However, some titles supercede the "race" colors:
Hero
Legend
Wizard
The following races are
available at the Darkwind Hall of Races:
Darkwinder
Glavian
Barbarian
High elf
Shel-zaranite
Rift duergar
Stone dwarf
Uruk
The humans that live around
This race can join any
guild.
Glavians are humans that hail from the mountain
This race can join any
guild.
The Barbarians are an
offshoot of modern human society that settled south of
This race cannot join the
following guilds: Thief, Mage, Charlatan.
The elven
kindom south of
This race cannot join the
following guilds: Charlatan.
The Shel-zaranites
are an ancient offshoot of the elves that live deep underground. In their
secluded city, they worship forgotten gods of evil and chaos. Dark Elves are
quite agile and mentally superior to most races, but lack are
often sickly and lack constitution. Being an underground race, however, they
are well adapted to lightless conditions.
This race cannot join the
following guilds: Cleric_Mitra, Garou,
Druid, Paladin.
The Rift Duergar
are a race of evil subterranean dwarves who have been twisted
by dark forces into hateful caricatures of surface dwarves. They are short,
stout and have hardy constitutions, enabling them to hold their liquor and resist
small amounts of magic and mental influence. Despite being quite strong, Rift Duergar have problems balancing
larger weapons due to their stature.
This race cannot join the
following guilds: Ninja, Cleric_Mitra, Garou, Druid, Rogue, Paladin.
Stone Dwarves are a society
of surface dwarves who long ago dedicated their lives to working in the
underworld in the service of Mitra. Like most
dwarves, they are short and stout and can hold their liquor, but Stone Dwarves
also have a high degree of goodness and lawfulness ingrained into them at an
early age. Their small size makes it difficult for them to wield larger
weapons, and years of working in cramped mines have a detrimental effect on
their joints, limiting their agility.
This race cannot join the
following guilds: Ninja, Necro, Thief, Mage,
Charlatan, Druid, Garou.
The Uruk
are a loose tribe of marauding orcs which live in the
Darkwind area, looting and pillaging small
settlements. The Uruk value
strength and stamina over useless thought or a pretty face. They
are a warlike race that trains for battle from birth to death, acquiring a
degree of proficiency in the use of all weapons. They are particularly
adapted to living in marginal areas like shallow caves, or fetid swamps.
This race cannot join the
following guilds: Mage, Swashbuckler, Druid.
The following races are
available at the Hyperborea Hall of Races:
Northman
Arctic elf
Hyperborean gnome
Ice ogre
Ice gnoll
Northmen are humans who settled in the frigid north. Northmen are widespread throughout Hyperborea,
although most live in the city of
This race can join any
guild.
The Arctic Elves are a subrace of the elves that have adapted to living in the far
north of Hyperborea. Like all elves, they are
bright and agile, but suffer from somewhat fragile bodies. Arctic elves
are often at odds with the humans of northern Hyperborea,
constantly fighting over territory and ancient artifacts
of power in order to expand their evil society.
This race cannot join the
following guilds: Cleric_Mitra, Paladin.
Hyperborean gnomes are a
race of small humanoids that inhabit the more habitable rural areas of Hyperborea. They are bright and nimble, with a
natural resistance to variations in the environment. They have a slight
tendency to work towards the causes of good, if only because they are subject
to attack by the forces of evil. Like all gnomes, they are quite small
compared to other races, and have difficulty managing larger weapons.
This race cannot join the
following guilds: Necro, Fighter.
Ice Ogres are large brutish
humanoids that live in the cold wastes of Hyperborea.
Large numbers of them are regularly hired as mercenaries by the giants to wage
war against more civilized races. They are immensely strong and rugged,
but dimwitted and clumsy as well. They have no
real culture to speak of except a penchant for violence. While not quite giant
sized, ice ogres are large enough that they can wield large weapons much more
easily than most other races.
This race cannot join the
following guilds: Swashbuckler, Cleric_Mitra, Bard, Psionicist, Paladin, Ninja.
Ice Gnolls
are an evil warrior race that appears to be a cross of some humanoid and a
hyena. They are physically powerful but are lacking somewhat in
intellect. Ice gnolls live to kill and eat; who their
victims are is largely irrelevant.
This race cannot join the
following guilds: Swashbuckler, Mage, Cleric_Mitra, Psionicist, Paladin, Druid.
The following races are
available at the Souvrael Hall of Races:
Souvraeli
Desert nomad
Desert dwarf
Souvraelis are the native humans of Souvrael
who choose to live in cities instead of leading a nomadic existence.
Their culture has evolved over time towards a more cosmopolitan lifestyle based
on trade and education. As such, they are cunning negotiators, and have a
thirst for knowledge.
This race can join any
guild.
The Desert Nomads are the
wanderers of Souvrael. They are a deeply
religious people who follow the teachings of their prophet. They are
quick learners who have adapted to living in the open desert. Desert
Nomads are known for their great hospitality, despite the harshness of their
habitat.
This race can join any
guild.
The Desert Dwarves live in a
small settlement in the deserts of Souvrael. The
Dwarves live in a peaceful, just society, generally unaffected by outside
influences. Physically, they are a short, hardy race. In addition
to an innate resistance to magic and psionics, they
tend to be quite healthy and strong, but suffer somewhat from stubbiness in
their limbs. Despite their strength, their small size often also creates
difficulties in wielding larger weapons.
This race cannot join the
following guilds: Necro, Garou,
Thief, Ninja.
The following races are
available at the Talamh Darag Hall of
Races:
Wayfarian
WAYFARIAN
The wayfarians
are an elven race that has been oppressed by forces
of evil for as long as their culture has been around. A powerful Paladin
heroine 'Enelya Ar-Feiniel'
who is now revered as their patron of adventurers sought out Mitra's blessing to empower and protect her proud folk.
This blessing resulted in a holy and virtuous aura surrounding each member of
the Wayfarian race. This aura formed a defense against the evil acts of their foes and enabled
them to strike out with a holy fury. Finally the Wayfarians
were able to beat off their oppressors and build a
Each race has a unique set
of abilities and penalties due to their physical and mental characteristics, as
well as cultural aspects of their societies, some of which will be explained in
more detail:
Racial modifications to
stats are made to the base stat, before other modifications such as from
magical equipment. Racial modifications are also based on a percentage of
the base stat. Thus even with an extremely strong race, if you never
raise your strength, your strength will be only one. Because stats are
always whole numbers, sometimes when you advance a stat you have a penalty in,
you may not see the effect of that stat raise. Conversely, if you raise a
stat you have a bonus in, you may see a rise of two
points instead of one.
Adventurers are made, not born.
By the time they choose the adventuring life, adventurers have a lot of silly
notions ingrained into their minds, especially opinions about the
For help on languages, see
"help language".
For help on each race, try
help <darkwinder>, <glavian>,
<barbarian>, <high_elf>, <dark_elf>, <duergar>,
<stone_dwarf>, <uruk>,
<northman>, <arctic_elf>, <hyperborean_gnome>,
<ice_ogre>, <ice_gnoll>,
<souvraeli>, <desert_nomad>,
or <desert_dwarf>