Post by ♥Zach♥ on Dec 23, 2005 15:33:21 GMT -5
(Ok folks, I have told you all before that I had plans to start a Icewind Dale server. I still am getting things ready for this. Bellow I shall list just a few more things to let anyone know what to expect from the server whern it is done in the future. Keep in mind if you are really strict and a die hard fan when it comes to everything down to needle point perfect FR, which means town names. people, places, items. and you are willing and wanting to help you are more then welcome)
Time/Year:
1280: The Year of the Manticore
Month: Nightal
Year Events:
* Thay's second invasion attempt overwhelms Mulhorand. Sultim is beseiged and nearly falls before reinforcements arrive. Priests of Anhur are made scapegoats.
* Old Skull Inn built in Shadowdale.
* The Magister Uldinus Lawkland is killed by the mage Ohland Grethgar, a pupil of the Simbul's. Grethgar becomes the new Magister (reigns 1280-1282DR).
(The events during this year may or may not have an effect on the area and land the server takes place in)
Race Regulations:
~Humans~
*Human (Human model):
Compared to most non-human races, who tend to get along with others of their own race reasonably well, the humans of the Faerun are divided to innumerable nations, states, kingdoms and tribes. Humans argue about anything, fight about most of the things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior.
The longer-lived races of elves and dwarves tend to have respect for individual humans who deserve it without necessarily respecting for the entire race. The elves have difficulty forgetting that the first human empires of Netheril, Raumathar, Narfell, and the other ancient lands were built upon magical secrets borrowed or looted from the elves. The fact that those early human empires invariably corrupted themselves with evil magic does not reassure the elves either. The dwarves, particularly shield dwarves of northern Faerun, respect humans as fierce warriors, but fear there would be little room for their race in a world dominated by humankind.
Humans don't see it that way, of course. Their greates heroes outshine the deities themselves, or become deities by their own right. Unfortunately, the same could be said of humanity's greates villains, and that is challenge facing any human adventurer. Power comes at cost.
Human Ethnicities ~
calishite These humans, descended from the slaves of Calimshan's ancient genie lords, form the primary racial stock of the Border Kingdoms, the Lake of Steam cities, the Nelanther Isles, and Calimshan. Shorter and slighter in build than most other humans, calishite's have dusky brown skin, hair, and eyes. They regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, and they look upon northern cultures as short-lived barbarian kingdoms barely worthy of notice. Most calishite's seek nothing more than a lifestyle of comfort and the respect of their peers.
Chondathans: Descended from the natives of the Vilhon Reach, these hardy folk have spread to settle most of the western and central Inner Sea region and much of the Western Heartlands. Chondathans form the primary racial stock of Altumbel, Cormyr, the southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth and both shores of the Vilhon Reach, the Pirate Isles of the Inner Sea, Sembia, and Sespech. They are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. The Chondathan domination of central Faerun came about largely by virtue of extensive trade and settlement rather than by force of arms. Many Chondathans are merchants of one sort or another, and they are not afraid to take risks, travel, or settle new lands.
Damarans: Proud and stubborn, these humans were born from some scattered remnants of Narfell's fall - primarily groups of Nars, Rashemis, and Sossrims who struggle to survive while waves of Chondathan emigrants settled into the lands of the Easting Reach. These four populations gradually coalesced into a new ethnic group that now makes up the primary racial stock of Damara, Impiltur, Thesk, and the Vast. Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damarans see the world in stark contrasts - unspeakable evil (often stemming from the hubris of long-fallen empires) opposed by indomitable and uncompromising good. Most Damarans are farmers, loggers, or miners in a harsh and unforgiving land.
Illuskans: The seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley, Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Among the islands of the Trackless Sea and Icewind Dale, their hair color tends toward blond, red, or light brown. On the mainland south of the Spine of the World, however, raven-black hair is most common. Illuskans are proud, particularly of their ability to survive in the harsh environment of their northern homelands, and they regard most southerners as weak and decadent. Illuskans make their living as farmers, fishers, miners, sailors, raiders, skalds, and runecasters.
Mulan: Members of this ethnic group have dominated the eastern shores of the Sea of Fallen Stars since the fall of ancient Imaskar. At various times in their long history, they have made up at least the ruling elite of Ashanath, Chessenta, the Eastern Shaar, Murghom, Rashemen, Semphar, Thay, Thesk, and the Wizards' Reach cities south of the Yuirwood. Mulan are generally tall, slim, and sallow-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but all nobles and many other Mulan routinely shave off all their hair. As a race, Mulan are arrogant, conservative, and convinced of their cultural superiority over the rest of Faerun.
Rashemis: These humans are tough, sturdy, and well adapted to life in the harsh and dangerous northeastern reaches of Faerun. They are descended from the nomadic tribes that won the Orcgate Wars and built the empire of Raumathar. Not only do Rashemis dominate Rashemen and Thay, they also form significant minorities in Alglarond, the Endless Wastes, Thesk, and the Wizards' Reach region. Rashemis tend to be short, stout, and muscular, and they usually have dusky skin, dark eyes, and thick, black hair. They cherish their strong ties to their land, appreciating its beauty while respecting its harshness. They display little of the arrogance that marks other groups whose ancestors once ruled empires.
Tethyrians: The Tethyrian culture is a melting pot of Cali*bleep*ee, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fiercely independent, ethnic groups in Faerun. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color vary widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires.
Other Human Ethnicities: Other human groups in Faerun include the Bedine nomads of Anauroch, the tall tribes of Chult, the Durpari of the Shining South, the Ffolk of the Moonshae Isles, the Gur nomads of the Western Heartlands, the Halruaans, the ancient Imaskari, the Lantanna people of the southern islands in the Sea of Swords, the Maztican peoples, the Nar descendants of ancient Narfell, the ancient Netherese peoples, the Raumvirans of the Lake of Mists region, the Shaaran nomads of Shaar, the Shou and other peoples of Kara'Tur, the Sossrims of the far northeast, the lost Talfir of the Western Heartlands, the Tashalan people of the Tashtan Coast, the Tuigan nomads of the Endless Wastes, the Turami of Turmish, the Ulutiuns of the farthest northern reaches, the Vaasans of the Moonsea and Vaasa, and the native people of Zakhara.
~Dwarves~
*Shield Dwarf (Dwarf model):
Dwarves ruled the vast kingdoms beneath the hills and mountains long before humans wandered into Faerun. Many sages suspect, that the first dwarves came to Faerun millennia ago in a great migration from another plane. However, it occurred so long ago, that evidence of it is almost nonexistent.
Male dwarves take great care of their beards, the most remarkable of any race. Some female dwarves of Faerun can grow beards too, often passing as males. Females can choose to shave their beards to match the human-style expectation of beauty, while others grow luxurious plaited beards, that match their hair.
They resemble the humans of the north in colors and usually have fair skin, light-brown, red or black beards and blue, grey or green eyes.
*Gold Dwarf (Dwarf model):
Gold Dwarves are from south, from the Great Rift. Gold dwarves have gained the reputation of haughtiness and pride, being secluded for so long in their ancient kingdom. Since some time, young gold dwarves have left their ancient kingdom of the Great Rift and are exploring the rest of the Faerun. Gold Dwarves are very tanned. Their skin is brown, bronze, and hair is brown or black and eyes usually brown.
*Duergar (Dwarf model):
Long ago mindflayers conquered the strongholds of clan duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as new subrace of dwarf with limited mental powers. Duergars are an evil and bitter race, but retain some superior skills and workmanship of dwarvenkind. They have found a niche for themselves in Underdark, creating armor and weapons to trade with the warring races of that realm. The surface dwarves hate duergars, because they turned to evil and other races do not like them either. Most of the duergars met on surface are tattooed exiles. Male and female duergars are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expression, gray hair and gray skin.
~Elves~
*Moon Elf (Elf model):
Moon elves are the most common elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black or blue. (Humanlike colors are rare, but possible.) Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half-elves are descended from moon elves.
*Sun Elf (Elf model):
Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin, hair of golden blond, copper or black, and green or gold eyes. They are seen as the most civilized and haughty elves, preferring to remain separate from humankind and other non-elven races.
*Wild Elf (Elf model):
The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Wild (or green) elves have skin of dark brown, and their hair is also brown - ranging from light brown through to nearly black. In extreme age their hair turns silver or white. They are graceful in their movements, and like Wood elves they are stockier and hardier than other elves. However as they place more value on physical fitness and prowess than learning they have less knowledge and tend to be less cerebral.
Green elves wear a minimum of clothing, especially those that live in the sweltering south. These are of simple fibres or animal skins. Unlike the other elven races they do not decorate their clothing, rather they decorate their hair and their actual skin with tattoos, body paint, beads and feathers worked into intricate and beautiful patterns.
*Wood Elf (Elf model):
Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green or hazel eyes. Their hair is usually brown or black, with blond, and coppery red occasionally found.
*Drow (Elf model):
Descended from the original dark-skinned elven subrace called the illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lloth down to the path of evil and corruption. Also called dark elves, the drow have black skin and white or yellow-white hair. They have commonly pale eyes (so pale, that they are commonly mistaken as white) in shades of pale lilac, silver, pink and blue. And even red, they also tend to be smaller and thinner than other elves. Most of the drow on surface are evil and worhship Vhaeraun, but some outcasts have a more neutral attitude. They Commonly live to be abot 800 some less more then often its the anger of other surface races that cut their life short.
* Note on Drow: Please if you are a drow on the surface reguardless of alignment keep your self hidden or coverd, that is unless you want a town after you or to be exicuted. Also try and keep the alignment in check, dont just have the whole server full of drizzt rip offs that piss people off and make them cry and beg for sex, on that note to female drow. If this just turns into female drow of eilistraee in large numbers just going into the woods and having lesbian sex i'll start reconsidering the drow being allowed. Dont get me wrong I have nothing aginst other orientations but all so many times I have seen this happen as pitiful as it sounds. But by all means I wont mind a female drow being a lesbian or bisexual, and I wont mind a drow male that is gay, that will make it interesting, but please dont over crowed the server with it.
~Half-Elves~
*Half-Elf (Half-elf model):
To most elves a half-elf looks like a human, and to humans a half-elf looks like an elf to them. A half-elf can be a mix of human and any subrace of elf the human parent happened to merry to or visa versa, where as a half-wood elf would have that tan skin with a very slight moss green tinge and the common slightly pointed ears. Or with a half-elf moon elf the child can be born with fair, pale skin, or have the slight light blue tinge to the skin like a moon elf would. This can work with a half-elf drow to; the child will be born always with ruddy gray skin. Most of the time human hair color is common but sometimes the child can be born with white or silvery tinged hair, human eye color can be common in a half-elf drow or any other half-elf for that matter. For abilities most of the time the half-elf child will get abilities of the elf parent, the effects of abilities can very depending on the subrace of the elf the half-elf has in him or her. Human and elf parings are not very common and don't work quite well.
~Gnomes~
*Rock Gnome (Gnome model):
Rock gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes, since they are the only sort that surfacers see. Equipped with keen curiosity and a knack for mechanical working, gnomes excel at intricate crafts such as gemcutting, toymaking and clockwork-engineering. They all have hair,skin, and eye color normal to the surface.
*Svirfneblin (Gnome model):
Hidden in the depths of Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share a little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy and laughter, a svirfneblin city is a dull and colorless place or echoing silence. The deep gnomes may be the world's elusive and stealthiest folk. Svirfneblins have gnarled physiques, brown or dark skin, gray eyes, and gray hair (although most of the male are bald). They tend to be sullen, withdrawn, and suspicious to a fault.
~Halflings~
*Ghostwise Halfling (Halfling model):
These wild, nearly feral halflings rarely leave the confines of the deep forests. Strange and reclusive, they form close-knitted communities because of their amazing talents and are uncomfortable with strangers. Like other halflings, they refer themselves as the "hin". They do not have name for their subrace, because their culture is almost entirely cut off from the outside world and their awareness of the other kinds of halflings is very low.
*Lightfoot Halfling (Halfling model):
The most common type of halflings seen in the world, is the lightfoots. They are at home living by side with the folk of many different races and cultures. Lightfoot halflings are more likely to worship nonhalfling deities than other subraces.
*Strongheart Halfling (Halfling model):
While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are more organized, orderly and industrious race. They build to last, and fiercely defend their homelands against the threats that their lightfoot kin would simply flee. Northlands humans familiar with the easygoing ways of the lightfoot halflings are suprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidense in their own abilities and strength. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
~Half-Orcs~
Half-Orc (Half-Orc model):
Even in the tolerant lands of Faerun, a half-orc's life is hardly ever easy. Some human areas tolerate half-orcs, making their lives no harder than the lives of other settlers in that area. Other human areas despise half-orcs and persecute them, making life in the open with savage orc tribes look survivable by comparison.
~Plane Tutched~
*Tiefling (Human model):
Because they are descended from evil outsider, those who know of their ancestry immidiately consider most tieflings evil and untrustworthy. Not all tieflings are evil, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet or just an unnatural aura of wrongness.
*Aasimar (Human model):
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
*Air Genasi (Human model):
Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as light blue color to their skin or hair, a slight breeze in their precence at all times, or flesh that is cool to touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.
*Earth Genasi (Human model):
Earth genasi are slow to act, ponderous in thought and set in their ways. They are most often neutral. They appear mostly human, with one or two traits reflecting their quasi-elemental features, like earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, others keep a neat and polished apperance.
*Fire Genasi (Human model):
Fire genasi are hot and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.
*Water Genasi (Human model):
Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have on or two traits that reflect their quasi-elemental naturem such as slightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as in underwater. They dress sparsely, preferring clothing that won't bind when in the water and ripples like waves when dry.
(All races seen before you on the list will be allowed, reguardless please have the idea in mind that many of the common people were harribly un-educated beyond common folk lore and farming and the like, if you are a tiefling and you remove your diguise do not be shocked if a commoner reacts in panic, after all in fok lore of the time wich is held to truth somewhat Horns = evil demon reguardles of the true fact tieflings are not even half-demon. so please before playing a race that is not considred normal please do reserch and *expect* to be treated like the race normaly would.)
Time/Year:
1280: The Year of the Manticore
Month: Nightal
Year Events:
* Thay's second invasion attempt overwhelms Mulhorand. Sultim is beseiged and nearly falls before reinforcements arrive. Priests of Anhur are made scapegoats.
* Old Skull Inn built in Shadowdale.
* The Magister Uldinus Lawkland is killed by the mage Ohland Grethgar, a pupil of the Simbul's. Grethgar becomes the new Magister (reigns 1280-1282DR).
(The events during this year may or may not have an effect on the area and land the server takes place in)
Race Regulations:
~Humans~
*Human (Human model):
Compared to most non-human races, who tend to get along with others of their own race reasonably well, the humans of the Faerun are divided to innumerable nations, states, kingdoms and tribes. Humans argue about anything, fight about most of the things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behavior.
The longer-lived races of elves and dwarves tend to have respect for individual humans who deserve it without necessarily respecting for the entire race. The elves have difficulty forgetting that the first human empires of Netheril, Raumathar, Narfell, and the other ancient lands were built upon magical secrets borrowed or looted from the elves. The fact that those early human empires invariably corrupted themselves with evil magic does not reassure the elves either. The dwarves, particularly shield dwarves of northern Faerun, respect humans as fierce warriors, but fear there would be little room for their race in a world dominated by humankind.
Humans don't see it that way, of course. Their greates heroes outshine the deities themselves, or become deities by their own right. Unfortunately, the same could be said of humanity's greates villains, and that is challenge facing any human adventurer. Power comes at cost.
Human Ethnicities ~
calishite These humans, descended from the slaves of Calimshan's ancient genie lords, form the primary racial stock of the Border Kingdoms, the Lake of Steam cities, the Nelanther Isles, and Calimshan. Shorter and slighter in build than most other humans, calishite's have dusky brown skin, hair, and eyes. They regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, and they look upon northern cultures as short-lived barbarian kingdoms barely worthy of notice. Most calishite's seek nothing more than a lifestyle of comfort and the respect of their peers.
Chondathans: Descended from the natives of the Vilhon Reach, these hardy folk have spread to settle most of the western and central Inner Sea region and much of the Western Heartlands. Chondathans form the primary racial stock of Altumbel, Cormyr, the southern Dalelands, the Dragon Coast, the Great Dale, Hlondeth and both shores of the Vilhon Reach, the Pirate Isles of the Inner Sea, Sembia, and Sespech. They are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. The Chondathan domination of central Faerun came about largely by virtue of extensive trade and settlement rather than by force of arms. Many Chondathans are merchants of one sort or another, and they are not afraid to take risks, travel, or settle new lands.
Damarans: Proud and stubborn, these humans were born from some scattered remnants of Narfell's fall - primarily groups of Nars, Rashemis, and Sossrims who struggle to survive while waves of Chondathan emigrants settled into the lands of the Easting Reach. These four populations gradually coalesced into a new ethnic group that now makes up the primary racial stock of Damara, Impiltur, Thesk, and the Vast. Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damarans see the world in stark contrasts - unspeakable evil (often stemming from the hubris of long-fallen empires) opposed by indomitable and uncompromising good. Most Damarans are farmers, loggers, or miners in a harsh and unforgiving land.
Illuskans: The seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley, Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Among the islands of the Trackless Sea and Icewind Dale, their hair color tends toward blond, red, or light brown. On the mainland south of the Spine of the World, however, raven-black hair is most common. Illuskans are proud, particularly of their ability to survive in the harsh environment of their northern homelands, and they regard most southerners as weak and decadent. Illuskans make their living as farmers, fishers, miners, sailors, raiders, skalds, and runecasters.
Mulan: Members of this ethnic group have dominated the eastern shores of the Sea of Fallen Stars since the fall of ancient Imaskar. At various times in their long history, they have made up at least the ruling elite of Ashanath, Chessenta, the Eastern Shaar, Murghom, Rashemen, Semphar, Thay, Thesk, and the Wizards' Reach cities south of the Yuirwood. Mulan are generally tall, slim, and sallow-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but all nobles and many other Mulan routinely shave off all their hair. As a race, Mulan are arrogant, conservative, and convinced of their cultural superiority over the rest of Faerun.
Rashemis: These humans are tough, sturdy, and well adapted to life in the harsh and dangerous northeastern reaches of Faerun. They are descended from the nomadic tribes that won the Orcgate Wars and built the empire of Raumathar. Not only do Rashemis dominate Rashemen and Thay, they also form significant minorities in Alglarond, the Endless Wastes, Thesk, and the Wizards' Reach region. Rashemis tend to be short, stout, and muscular, and they usually have dusky skin, dark eyes, and thick, black hair. They cherish their strong ties to their land, appreciating its beauty while respecting its harshness. They display little of the arrogance that marks other groups whose ancestors once ruled empires.
Tethyrians: The Tethyrian culture is a melting pot of Cali*bleep*ee, Chondathan, Illuskan, and Low Netherese elements. This unique background makes Tethyrians among the most tolerant, though fiercely independent, ethnic groups in Faerun. They inhabit a vast territory stretching from Calimshan to Silverymoon, and from the Sea of Swords to the Sea of Fallen Stars. Tethyrians are of medium build and height, with dusky skin that grows fairer the farther north they dwell. Their hair and eye color vary widely, but brown hair and blue eyes are the most common. Tethyrians are proud of their diverse heritage and protective of their freedom, so they tend to distrust powerful kingdoms and empires.
Other Human Ethnicities: Other human groups in Faerun include the Bedine nomads of Anauroch, the tall tribes of Chult, the Durpari of the Shining South, the Ffolk of the Moonshae Isles, the Gur nomads of the Western Heartlands, the Halruaans, the ancient Imaskari, the Lantanna people of the southern islands in the Sea of Swords, the Maztican peoples, the Nar descendants of ancient Narfell, the ancient Netherese peoples, the Raumvirans of the Lake of Mists region, the Shaaran nomads of Shaar, the Shou and other peoples of Kara'Tur, the Sossrims of the far northeast, the lost Talfir of the Western Heartlands, the Tashalan people of the Tashtan Coast, the Tuigan nomads of the Endless Wastes, the Turami of Turmish, the Ulutiuns of the farthest northern reaches, the Vaasans of the Moonsea and Vaasa, and the native people of Zakhara.
~Dwarves~
*Shield Dwarf (Dwarf model):
Dwarves ruled the vast kingdoms beneath the hills and mountains long before humans wandered into Faerun. Many sages suspect, that the first dwarves came to Faerun millennia ago in a great migration from another plane. However, it occurred so long ago, that evidence of it is almost nonexistent.
Male dwarves take great care of their beards, the most remarkable of any race. Some female dwarves of Faerun can grow beards too, often passing as males. Females can choose to shave their beards to match the human-style expectation of beauty, while others grow luxurious plaited beards, that match their hair.
They resemble the humans of the north in colors and usually have fair skin, light-brown, red or black beards and blue, grey or green eyes.
*Gold Dwarf (Dwarf model):
Gold Dwarves are from south, from the Great Rift. Gold dwarves have gained the reputation of haughtiness and pride, being secluded for so long in their ancient kingdom. Since some time, young gold dwarves have left their ancient kingdom of the Great Rift and are exploring the rest of the Faerun. Gold Dwarves are very tanned. Their skin is brown, bronze, and hair is brown or black and eyes usually brown.
*Duergar (Dwarf model):
Long ago mindflayers conquered the strongholds of clan duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as new subrace of dwarf with limited mental powers. Duergars are an evil and bitter race, but retain some superior skills and workmanship of dwarvenkind. They have found a niche for themselves in Underdark, creating armor and weapons to trade with the warring races of that realm. The surface dwarves hate duergars, because they turned to evil and other races do not like them either. Most of the duergars met on surface are tattooed exiles. Male and female duergars are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expression, gray hair and gray skin.
~Elves~
*Moon Elf (Elf model):
Moon elves are the most common elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black or blue. (Humanlike colors are rare, but possible.) Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half-elves are descended from moon elves.
*Sun Elf (Elf model):
Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin, hair of golden blond, copper or black, and green or gold eyes. They are seen as the most civilized and haughty elves, preferring to remain separate from humankind and other non-elven races.
*Wild Elf (Elf model):
The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Wild (or green) elves have skin of dark brown, and their hair is also brown - ranging from light brown through to nearly black. In extreme age their hair turns silver or white. They are graceful in their movements, and like Wood elves they are stockier and hardier than other elves. However as they place more value on physical fitness and prowess than learning they have less knowledge and tend to be less cerebral.
Green elves wear a minimum of clothing, especially those that live in the sweltering south. These are of simple fibres or animal skins. Unlike the other elven races they do not decorate their clothing, rather they decorate their hair and their actual skin with tattoos, body paint, beads and feathers worked into intricate and beautiful patterns.
*Wood Elf (Elf model):
Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green or hazel eyes. Their hair is usually brown or black, with blond, and coppery red occasionally found.
*Drow (Elf model):
Descended from the original dark-skinned elven subrace called the illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lloth down to the path of evil and corruption. Also called dark elves, the drow have black skin and white or yellow-white hair. They have commonly pale eyes (so pale, that they are commonly mistaken as white) in shades of pale lilac, silver, pink and blue. And even red, they also tend to be smaller and thinner than other elves. Most of the drow on surface are evil and worhship Vhaeraun, but some outcasts have a more neutral attitude. They Commonly live to be abot 800 some less more then often its the anger of other surface races that cut their life short.
* Note on Drow: Please if you are a drow on the surface reguardless of alignment keep your self hidden or coverd, that is unless you want a town after you or to be exicuted. Also try and keep the alignment in check, dont just have the whole server full of drizzt rip offs that piss people off and make them cry and beg for sex, on that note to female drow. If this just turns into female drow of eilistraee in large numbers just going into the woods and having lesbian sex i'll start reconsidering the drow being allowed. Dont get me wrong I have nothing aginst other orientations but all so many times I have seen this happen as pitiful as it sounds. But by all means I wont mind a female drow being a lesbian or bisexual, and I wont mind a drow male that is gay, that will make it interesting, but please dont over crowed the server with it.
~Half-Elves~
*Half-Elf (Half-elf model):
To most elves a half-elf looks like a human, and to humans a half-elf looks like an elf to them. A half-elf can be a mix of human and any subrace of elf the human parent happened to merry to or visa versa, where as a half-wood elf would have that tan skin with a very slight moss green tinge and the common slightly pointed ears. Or with a half-elf moon elf the child can be born with fair, pale skin, or have the slight light blue tinge to the skin like a moon elf would. This can work with a half-elf drow to; the child will be born always with ruddy gray skin. Most of the time human hair color is common but sometimes the child can be born with white or silvery tinged hair, human eye color can be common in a half-elf drow or any other half-elf for that matter. For abilities most of the time the half-elf child will get abilities of the elf parent, the effects of abilities can very depending on the subrace of the elf the half-elf has in him or her. Human and elf parings are not very common and don't work quite well.
~Gnomes~
*Rock Gnome (Gnome model):
Rock gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes, since they are the only sort that surfacers see. Equipped with keen curiosity and a knack for mechanical working, gnomes excel at intricate crafts such as gemcutting, toymaking and clockwork-engineering. They all have hair,skin, and eye color normal to the surface.
*Svirfneblin (Gnome model):
Hidden in the depths of Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share a little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy and laughter, a svirfneblin city is a dull and colorless place or echoing silence. The deep gnomes may be the world's elusive and stealthiest folk. Svirfneblins have gnarled physiques, brown or dark skin, gray eyes, and gray hair (although most of the male are bald). They tend to be sullen, withdrawn, and suspicious to a fault.
~Halflings~
*Ghostwise Halfling (Halfling model):
These wild, nearly feral halflings rarely leave the confines of the deep forests. Strange and reclusive, they form close-knitted communities because of their amazing talents and are uncomfortable with strangers. Like other halflings, they refer themselves as the "hin". They do not have name for their subrace, because their culture is almost entirely cut off from the outside world and their awareness of the other kinds of halflings is very low.
*Lightfoot Halfling (Halfling model):
The most common type of halflings seen in the world, is the lightfoots. They are at home living by side with the folk of many different races and cultures. Lightfoot halflings are more likely to worship nonhalfling deities than other subraces.
*Strongheart Halfling (Halfling model):
While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are more organized, orderly and industrious race. They build to last, and fiercely defend their homelands against the threats that their lightfoot kin would simply flee. Northlands humans familiar with the easygoing ways of the lightfoot halflings are suprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidense in their own abilities and strength. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
~Half-Orcs~
Half-Orc (Half-Orc model):
Even in the tolerant lands of Faerun, a half-orc's life is hardly ever easy. Some human areas tolerate half-orcs, making their lives no harder than the lives of other settlers in that area. Other human areas despise half-orcs and persecute them, making life in the open with savage orc tribes look survivable by comparison.
~Plane Tutched~
*Tiefling (Human model):
Because they are descended from evil outsider, those who know of their ancestry immidiately consider most tieflings evil and untrustworthy. Not all tieflings are evil, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet or just an unnatural aura of wrongness.
*Aasimar (Human model):
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
*Air Genasi (Human model):
Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as light blue color to their skin or hair, a slight breeze in their precence at all times, or flesh that is cool to touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.
*Earth Genasi (Human model):
Earth genasi are slow to act, ponderous in thought and set in their ways. They are most often neutral. They appear mostly human, with one or two traits reflecting their quasi-elemental features, like earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, others keep a neat and polished apperance.
*Fire Genasi (Human model):
Fire genasi are hot and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.
*Water Genasi (Human model):
Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have on or two traits that reflect their quasi-elemental naturem such as slightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as in underwater. They dress sparsely, preferring clothing that won't bind when in the water and ripples like waves when dry.
(All races seen before you on the list will be allowed, reguardless please have the idea in mind that many of the common people were harribly un-educated beyond common folk lore and farming and the like, if you are a tiefling and you remove your diguise do not be shocked if a commoner reacts in panic, after all in fok lore of the time wich is held to truth somewhat Horns = evil demon reguardles of the true fact tieflings are not even half-demon. so please before playing a race that is not considred normal please do reserch and *expect* to be treated like the race normaly would.)