A pale Muatana-al overlooking the moonlit black-onyx city of Muldavia
Original Muatana-al artwork created for Dragon's Gate Reborn.

Overview

Muatana-al are pale, dark-eyed humanoids whose history reaches back to the oldest struggles of Aradath. They are commonly called nightwalkers and are widely feared because the Bane drives them to draw life force from other beings. Direct sunlight is deadly to them.

Classic accounts describe them as exceptionally long-lived, private, powerful, and difficult to understand. Their reputation is dominated by ancient wars and cruel rulers, but the archives also preserve Muatana-al who resisted those expectations, formed genuine loyalties, and followed paths as different as Rinanni, Taath, and the Lords of Chaos.

Publicly available with a restriction. As of August 2, 2026, players may create a Muatana-al but are limited to one per account at any given time. They currently have Human-like attributes and no racial skills. Balanced racial abilities are planned after class work is completed, including their defining sunlight vulnerability and permanent-death risk.

Verified in the live game · August 9, 2026

Live Character Creation

These are the ranges and selectable appearance options currently offered when creating a Muatana-al. Descriptive lore elsewhere on this page adds roleplay context; where an older archival value differs, use this live-verified section for current character creation.

Alignment

Chaotic

Sex

Male, Female, Non-Binary

Typical Lifespan

80–300 years

Creation Age

18–300 years

Weight

200–400 pounds

Height

6'0"–7'0"

Eye colors (12)

Red, Glowing Red, Demonic Red, Ruby Red, Fiery Red, Purple, Dark Purple, Violet, Black, Pitch Black, Glowing Yellow, Glowing White

Hair colors (14)

Black, Jet Black, Raven, Sable, Deathly Black, Murky Black, White, Pure White, Luminous White, Silvery, Platinum, Gray, Dark Gray, Bald

Hair lengths (4)

Short, Medium, Long, Shoulder length

Hair styles (6)

Neat, Sleek, Clean, Ragged, Messy, Fresh

Skin colors (7)

Pale, Alabaster, White, Pure White, Luminous White, Light Gray, Gray

Demeanors (20)

Happy, Calm, Curious, Cheerful, Stoic, Brooding, Devious, Mischievous, Nervous, Arrogant, Distant, Energetic, Melancholic, Ornery, Upbeat, Watchful, Dark, Joyful, Angry, Smug

Classes listed by HELP MUATANA-AL (4)

Fighter, Thief, Barbarian, Rune Mage

Racial abilities listed by in-game help

None

Racial tensions listed by in-game help

San Elf

Appearance

Skin

White or strikingly pale

Eyes

Dark; their gaze is associated with mesmerism

Build

Humanoid, often described as elegant or imposing

Longevity

Among the longest-lived races, comparable in old accounts to Dragons

Classic sources repeatedly associate Muatana-al with immaculate presentation, deliberate style, black stone, shadow, and garnets. Individual appearance varies, but their pallor and dark eyes make them immediately recognizable.

The Bane

The Bane is the defining burden of Muatana-al existence. It creates a hunger for the life force of others and makes sunlight lethal. Historical records describe periods when the Bane weakened or abated, allowing Muatana-al to survive on ordinary food, followed by its return.

Feeding does not always kill the victim, but it is inherently dangerous and made conflict with other people difficult to avoid. The archives describe the act through many perspectives: as survival, suffering, domination, pleasure, or a curse to be resisted.

Classic gameplay material also records remarkable regeneration, night sight, the ability to immobilize or mesmerize others through their gaze, and the possibility of permanent death through decapitation. These are archival traits; their exact Reborn implementation remains to be tested and confirmed.

Origins: From Lhuminor to Muatana-al

The best-known origin legend begins with the Lhuminor, beings created by ancient Humankind to protect the young races from Dragon domination. They were said to combine gifts associated with many peoples: Psycian mind magick, Frontacian mastery of magick, Usilin scholarship, Firian affinity with nature, Human adaptability, and the heart of an Imperial Dragon.

During the long war against the being remembered as the Foe or the Abomination, surviving Lhuminor were captured and corrupted. The Foe convinced them that they were soulless creations abandoned by the Gods and promised them the secret of life. Those who accepted became the Betrayers—the Muatana-al—and returned as commanders of the Foe's armies.

At the Battle of the Octagon, the Foe and the last uncorrupted Lhuminor were trapped and removed from the world. Muatana-al leaders then attacked the Human Keepers of the Four Paths. As they died, the Keepers cursed the Betrayers never again to walk beneath the sun. This story is preserved as legend rather than uncontested fact, and other records summarize the transformation differently.

Muldavia and the Night Empire

After the ancient war, Muatana-al survivors withdrew to Muldavia, the island often called the Dark Continent. For millennia, magickal cloud cover kept much of the island in perpetual night. Travelers reported black-onyx cities, immense wealth, powerful death magick, and a population governed through competing fiefdoms.

Muatana-al Lords ruled regions through feudal relationships, with lesser lords owing loyalty to greater ones and a secretive group of Overlords standing above them. Rivalries between Muatana-al could span centuries, while their Sanene armies bore the cost of repeated conflicts.

The relationship between Muatana-al and Sanene is recorded through sharply conflicting traditions. Muatana-al lore claims the Sanene were created as their servants; Sanene rebel histories describe invasion, conquest, and collaboration. What is clear is that Loyalist Sanene served as soldiers, laborers, court servants, mages, and administrators, while rebel clans and nomadic tribes fought the Muatana-al for control of Muldavia.

Garnets

Muatana-al are frequently associated with garnets, but the classic archive deliberately presents the reason as unresolved. One theory holds that red garnets focus, filter, or transform stolen life energy. Another proposes that garnets buffer the emotions carried through feeding. A third suggests that the stones shield Muatana-al from the continuing corruption of the Bane.

Accounts refer to garnets becoming “burned out,” being cleansed, or being attuned during a rite of passage, but these reports were never proven. Garnets should therefore be treated as an important mystery and cultural motif rather than a confirmed mechanical requirement.

Temperament and Society

Older quick-start material characterizes Muatana-al as aloof loners drawn to cruelty, chaos, death, and style. The wider archive is more complicated. Muatana-al appear as conquerors, priests, scientists, mercenaries, governors, rebels, and reluctant victims of their own hunger.

The race's extreme longevity, guarded culture, historic power, and dependence on other lives encourage distance and pride. Even so, no single alignment or religion explains every individual. Catalina Llewellyn's devotion to Rinanni is the clearest surviving reminder that a Muatana-al can reject the role others expect and struggle toward a very different life.

Notable Muatana-al

Merlin Corey

A governor of Spur and one of the rare Muatana-al openly present in later records.

Baroness Lilly

A prominent Spurian political figure whose writings appear throughout the archives.

Maloveous Tazanda'ar

Lord Priest of Evoloch, ruler in Saldaea, and creator of strange creatures including wersids and reanimated wyverns.

Catalina Llewellyn

A fighter and follower of Rinanni whose story explores conscience, faith, identity, and resistance to the Bane.

Graedar'al

A Muatana-al general whose army seized Emjedah while he searched for a mysterious key.

Parsithanor

A pale general named in the legend of the Octagon and the curse that made the Muatana-al creatures of night.

Role-Play Considerations

  • Treat the Bane as a defining burden with serious consequences, not merely a combat advantage
  • Plan carefully around sunlight, feeding, secrecy, and the fear other characters may reasonably show
  • Use great age and a guarded culture to shape speech, memory, loyalties, and long-term ambitions
  • A Muatana-al need not match the race's reputation, but defying it should create meaningful internal and social conflict
  • Keep garnet lore mysterious unless future implementation confirms a specific function
  • Remember the current one-per-account restriction and expect racial mechanics to evolve as they are implemented and tested

Classic Sources

This guide condenses material scattered across the classic manual, race history, quick-start guide, Sanene histories, historical timeline, newspapers, and character accounts. Where those sources disagree or present speculation, the uncertainty is preserved here.