Overview
Arachnians are a highly intelligent race of spider-like beings and one of the oldest races in the world. They are known to inhabit parts of the Great Waste on the northern portion of Spur's continent, across the Great Divide.
Arachnians are a highly intelligent race of spider-like beings and one of the oldest races in the world. They are known to inhabit parts of the Great Waste on the northern portion of Spur's continent, across the Great Divide.
Black
None
4'0" - 5'0"
Dark spider-like race, strong and sturdy
Legend tells of a mighty war between Arachnians and Penthanians. The conflict went well for the Arachnians until the Penthanian mages unleashed UnMagick, stripping Arachnians of their ability to use and control runes.
This Great Change altered the war's course and the Penthanians were victorious. Though Arachnians cannot use rune-magick, they still understand it at a level even Frontacians envy. The loss twisted the race, and all Arachnians now follow Chaos and loathe every other race, including themselves.
Some legends claim Arachnians were once followers of Order and were not the instigators of the war. It is also foretold that a day of reckoning will come and what was lost will be restored.
Reference Material: Frontacian Archives, Imperial Council Histories & Minutes, Penthanian Legend, Ancient Lore, Library of Usil Elves.
Mean and warped, Arachnians are single-mindedly biased against every other race. They are cruel, hostile, and quick to aggression.
Arachnians are jealous of magick-using creatures and have been known to attack on sight. They particularly hate Penthanians because of the Great Unmagick.
They view Secians as inherently magickal and see in them everything Arachnians lost. They associate freely with Thugians and Oog-ras.
Note: Choosing an Arachnian is not a license to kill without reason. Blatant PVP purely for killing violates DGR policy. There is a difference between conflict with purpose and aimless slaughter.
Advantages: Natural body armor, night vision, expertise in the theories behind alchemy, high resistance to destructive magick and quick recognition of it. They can throw web material to hold an opponent or bite with strong fangs. Highly intelligent, very strong, with large carrying capacity and great dexterity.
Hindrances: Cannot use rune-magick and are resistant to beneficial spells. They cannot or will not speak Common. Their temperament limits interaction with others.
Abilities: Throw webs. Fang bites. Slight carapace providing natural body protection.
Alignment: Chaotic
Professions: Fighter; also Thief, Cleric, Barbarian