Unicorn Valley

Unicorn Valley Inhabitants

  • Human
    Humans are the most flexible of the races in that they can choose to become any one of the different classes. They suffer no hindrances yet gain no magical benefits.
  • Elf
    Elves are a magical race, thin and willowy in description enbued with the ability to detect magic and resist cold temperatures. They reside within the forests of the Valley. Being magical creatures they seem to spend their time learning to be any of the different classes except the Vampire or Deathknight.
  • Half-Elf
    Half-elves are exactly that, half elf and half human or other humanoid. Due to the blood mixture, half-elves are imbued the the ability to see in the dark and to resist cold temperatures. Half-elves have the ability to follow their whims in deciding what class they can be. They are forbidden to become Deathknights and Paladins.
  • Nereid
    Nereid are better known as aquatic elves. They enjoy their life in the waters. They too are embued with certain magical abilites such as the ability to detect magic, breathe waters, and resist cold. They spend their ample lives studying to become any class other than Vampire, Ranger, Paladin, and Deathknight.
  • Drow
    Drow are elves with a different mindset. They are inherently EVIL. Other than that restriction, they can be anything other than a Warrior, Paladin, Druid, Ranger, or Deathknight. As the live in the darkness with various poisonous beasts, they are imbued with the ability to see in the dark and scry, as well as resist poisons.
  • Sprite
    Sprites are tiny creatures with butterfly wings. They obviously can fly but they are also inherently invisible. The can also detect those things that are invisible. However, blunt objects can cause them terrific amouts of pain. Being such diminutive creatures they are restricted from being a Warrior, Vampire, Paladin or Deathknight.
  • Tabaxi
    Tabaxi are catlike creatures, small and deft. As they are coated with multicolored fur they find it incredibly easy to blend in with their surroundings. They also find it quite possible to find those that like to hide. They are forbidden from becoming a Warrior, Vampire Paladin, or Swashbuckler.
  • Dragonkin
    Dragonkin are just that, the kin to dragons. They are the offspring of shape-changed dragons and humanoids. Being draconic they are imbued with the ability to detect magic and hidden objects. They also get some racial attacks, such as claw, bite, and firebreath. However, due to the major benefits of being draconic, it also takes them a longer time to become adept in their professions. They cannot become a Thief, Vampire Deathknight, Demon, Lycanthrope, or Shaman.
  • Lupine
    Lupine are wolflike in nature. They appear to be upright wolves. As they are animalistic they too can blend in with their surroundings and find those things that are hidden. They also have superior night vision. Lupine are prevented from becoming a Wizard, Priest or Paladin.
  • Half-Troll
    Big and ugly, half-trolls are the mixture of trolls and other humanoids. They have brute strength and constitution. They are forbidden from becoming a Wizard, Priest, Ranger, Druid, Paladin, or Swashbuckler.
  • Minotaur
    A human with the head of a bull, Minotaurs are not very prolific. They are able to see well in the dark. Minotaurs are forbidden from becoming a Wizard, Vampire, Druids, Ranger, Gypsy, or Paladin.
  • Svirfneblin
    Svirfneblin are relatives of Gnomes. They spend most of their lives underground. They are quite lucky, prolly a good thing since they seem to spend a lot of time trying to dodge lightning bolts. They are forbidden from becoming a Wizard, Vampire, Druid, Ranger, Paladin, or Deathknight.
  • Dwarf
    Dwarves are a short, stocky race well suited to their cavernous underground living. They are very suited to those classes that require strength and a hardy constitution.
  • Gith
    The gith come from another plane of existence, known as the Astral Plane. They are very dexterous and enjoy exploiting this trait. They cannot follow the paths of the Druid, Ranger, or Paladin. They are imbued with the ability of detecting invisible objects.
  • Lizardman
    A Lizardman is a small creature, very lizardlike in appearance. They spend their time in the swamps and bogs of the valley. Having such tough skin they find that they can resist the slashing forces of some weapons. They also are able to breathe water. Lizardmen cannot become a Wizard, Priest, Thief, Vampire, Druid, Gypsy, Paladin, or Deathknight.
  • Half-Ogre
    The offspring of humanoids and Ogres, the mixture is not pleasant to see. Half-Ogres are very strong and can be very deadly in battle. They do not practice the paths of the Wizard, Priest, Ranger, Druid, Gypsy, Paladin, or Swashbuckler. Half-Ogres also have tough skin, rendering them resistant to piercing weapons. They can also see very well in the dark.
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