One of the most important decisions in your character's development is selecting a race. World of Solace offers you 10 races to choose from, with unique racial abilities and features. Note that the lifetime of your character will depend on the race you choose, and note also that years are flowing faster for some races, several years may seem quite a short time for an elf while for a human or kender that would be a considerable period.

Humans Dwarves
Elves Draconians
Half-elves Minotaurs
Wild Elves Gnomes
Dark Elves Kenders


Humans are the most populous race on Krynn. One of the original races created by the gods, Humans have walked the lands since the beginning. The Humans have the capacity to destroy as easily as love. A creation of the Gods of Neutrality, Humans' lives are destined to be short, but because of the limited duration they fill their days with passion and ambition. Humans live for about 100 years. They average 6' in height and are capable of achieving great power in any profession they choose to put their hand to.

A Human's maximum statistics are:

Humans may choose any way of life and may be of any alignment.

Receive +3 bonus to the primary statistic of their class



Elves are tall, lithe, elegant creatures with pointed ears, thin limbs, and graceful movements. They stand about 6'5" on average, though with some varriance. Elves were brought into the world by the Gods of Good, and they enjoy natural beauty and live long lives, allowing things to take their course. Elves are considered adults from the age of 100 onward. They live to be about 750 years old before leaving the world.

Silvanesti are fair-skinned. Their hair ranges from lightbrown to blonde-white, and their eyes are hazel. They prefer loose garments, flowing robes, and billowing capes. Their clothes are various shades of green and brown. They speak in melodic tones and move with a natural grace.

Qualinesti are somewhat smaller and darker than the Silvanesti, with eyes of blue or brown and hair ranging from honey-brown to blonde. They are not quite as strikingly attractive as the Silvanesti, though still considerably more than humans, in general. They prefer earth-toned clothing. They have strong, pleasant voices and a friendly, open manner. They prefer long dresses for women and woven trousers and jerkins for men.

The elven race is inherently magical, shaping natural elements of the world to their will and keeping things in balance. Krynnish elves are haughty creatures, considering themselves superior to the 'lesser' races.

An Elf's maximum statistics are:

Elves may become Fighters, Knights, Rangers, Clerics, Thieves, Assassins, Transmuters and Invokers.
Elves may be of good alignment only.

Can sneak and move quietly
Can see in the darkness
Are hurt by negative damage



Half-elves strongly resemble their elven parent but males have the non-elven capacity to grow facial hair. They are slightly taller and somewhat stockier than most elves. Though universally beautiful, they lack the grace of their elven parentage.

They possess the strength and sturdiness of Humans and the grace and beauty of Elves. However, Half-elves are often not accepted into either race, and the most they can usually hope for is mere tolerance. In general, they are curious, inventive and ambitious much like their human ancestors. Half-elves, often raised in an atmosphere of shame, tend to grow with insecurity and uncertainty. A few grow anti-social. Others trust strangers, but have difficulty establishing true and lasting friendships. Many are natural leaders, but few feel worthy of a leader's responsibility. Regardless of their disposition, all Half-elves are loners: brooding, quiet, and struggling with self-doubt. They may overcompensate for their insecurity by performing acts of death-defying bravado.

The maximum life span for a Half-elf is 825 years.

A Half-elf's maximum statistics are:

Half-Elves may become Fighters, Knights, Rangers, Clerics, Druids, Thieves, Assassins, Transmuters and Invokers.
Half-Elves may be of any alignment.

Can sneak and move quietly
Can see in the darkness


Wild Elves

Wild Elves live in the large forests all over Krynn and work to achieve harmony with nature for a full and happy life. They are a fiercely proud folk, hot-tempered and passionate. They have no permanent settlements. Their villages are temporary structures of animal hide and light wood. They use the boughs of living trees for construction and camouflage. Kagonesti generally live for 775 years.

Kagonesti Elves are about the same size as Qualinesti and Silvanesti, but they are much more muscular. Their dark brown skin is traced with designs in clay, paint, and tattoo. Most have dark hair, ranging from black to light brown; elders have silvery white hair. All have hazel eyes. Kagonesti wear fringed leather clothes decorated with feathers, and adorn themselves with necklaces and bracelets of silver and turquoise.

A Wild Elf's maximum statistics are:

Wild Elves may become Fighters, Rangers, Clerics, Druids, Thieves, Transmuters and Invokers.
Wild Elves may be of good or neutral alignment.

Wild Elves:
Can sneak and move quietly
Can see in the darkness
Are hurt by negative damage


Dark Elves

Dark Elves realized long time ago that what is "good" or "evil" isn't necessarily what is most expedient, or most effective. They are renegade Elves who have turned their energy toward evil and come to the beauty of Darkness.

Dark Elves look exactly like regular Elves in every respect, but they are evil, dark-elves, cast out from the light. They must remain evil to keep their magical abilities. The Dark Elves who have turned to good (or neutrality) are frowned upon. Some would say that the Dark Elves are little more than well-organized bandits. Others would say that the Dark Elves are shrewd, though untrustworthy, merchants. Dark Elves would agree with both, as they draw no distinction between well-executed banditry and shrewd trading; the results are the same, even if the methods differ.

Their skin is pale and sallow, their hair often bleached white, like a spider's web illumed in the night, though it is not unusual for them to dye their hair or tattoo their bodies in outrageous patterns. Dark Elves live approximately 800 years.

A Dark Elf's maximum statistics are:

Dark Elves may become Fighters, Clerics, Thieves, Assassins, Transmuters, Invokers, Necromancers and Outcast Knights.
Dark Elves may be of evil alignment only.

Dark Elves:
Can sneak and move quietly
Can see in the darkness
Are hurt by holy damage
Are resistant to negative damage
Learn negative channel at expert level, if Necromancers



Dwarves are shorter and stockier than Humans or Elves, but as such they are more solid than either of the taller races. Dwarves live in underground dwellings for the most part, preferring to spend their days mining precious metals or shaping stone and metal to their will. They are exceptional blacksmiths and craftsmen.

Dwarves are very serious and narrow minded creatures, especially in areas of trade, elves and humour. Dwarves are often considered as the fantasy equivalent of the grumpy old men, eternal pessimists, always looking down - or, more correctly, up - on the ever-smiling optimists. This isn't always the case, however. Dwarves simply see things differently from humans and elves and tend to read between the lines thoroughly before running off into things. Their methodical minds make them quick to learn from experience that the world doesn't owe them a living. Dwarves would not call this pessimistic, they would call it practical or common sense. Dwarves live to be about 650 years old.

They have very short statures, averaging around 4 feet. Male Dwarves have a sturdy physique and abnormally developed arms. Female Dwarves are somewhat similar, being short and stocky as well, though not as bulkly or masculine as the males, in general.

Dwarves know how to drink, and know how to do it well. They are ever-ready to pull out a keg of ale or a goblet of red wine. The most important feature of any Dwarf is his beard. The Dwarves admire beards and the longer the better. Even Dwarven women have whiskers, but the men are able to grow a full beard, of which they are intensely proud.

During the Cataclysm, a great rift emerged between two factions of dwarves. The mountain dwarves of Thorbardin sealed up their great underground city, locking out the disasters befalling the world, along with those who would help them, those who needed help, and their cousins. The hill dwarves, bereft of the protective mountain, fled into the hills to try and survive. To this day, there is a bitter rivalry between mountain and hill dwarves stemming from that time of betrayal.

A Dwarf's maximum statistics are:

Dwarves may become Fighters, Clerics and Assassins.
Dwarves may be of good or neutral alignment.

Can see in the darkness
Are hurt by acidic damage
Are resistant against poisons
Are resistant against diseases



Draconians are perhaps the newest race on Krynn, born of evil magic, both arcane and divine, prior to the War of the Lance. Created as powerful shock troops for the armies of Her Dark Majesty, the earlier Draconians knew little other than War. They were raised to view humans as only slightly less than the gods themselves in order to consolidate the human commanders' control, but years of foolish human mistakes have strongly weakened this view. Draconians now range widely, from those who still live only for war and plunder, to those rare ones who may seek to find a place in Krynn, or to rule it. They have a strong affiny for the arcane arts, and some have trained to be masters of technological innovation.

Draconians were created from dark powers corrupting the unborn offspring of the metallic dragons. Shaped like powerful, tall humans, standing upright at 7 or more feet, they are easily distinguishable by the leathery scales covering their bodies. Most other races tend to view them with complete loathing, though a few of the eviler races ally themselves with these powerful creatures happily. None hold a deeper hatred for them than Dragonkind, however. Metallics view them as complete desecrations against life, being born from their own offspring. Chromatics, on the other hand, were allied in the name of Takhisis, but viewed Draconians with a similar hatred, feeling that whatever happened to one sort of egg could happen to another. They tend to live for about 150 years.

Their resistance to the elements and their ability to fly are a heritage of their dragon ancestors as is their leathery skin, snout filled sharp teeth, claws, long tail and unnatural endurance. This combination makes them fearsome to look upon as well.

A Draconian's maximum statistics are:

Draconians may become Fighters, Clerics, Transmuters, Invokers, Necromancers and Outcast Knights.
Draconians may be of evil alignment only.

Are resistant against physical damage
Are resistant against diseases
Are highly resistant against poisons
Are hurt by holy damage
Can fly at will
Can regenerate their body
Can spit acid into the eyes of an enemy



Minotaurs are, without a doubt, the most physically powerful of all the races on Krynn. However, they are often insufferably arrogant, and they can easily alienate other races. Because they believe all non-minotaurs to be weak and inferior, they often underestimate the abilities of their foes. Minotaurs are an honor-bound race. They believe strongly in preserving their honor and emerging victorious in the struggle for dominance in Krynn.

Of primary importance to any and all minotaurs is their honor. This may have slightly different meanings with each individual, but all take pride in being among the most honorable race on Krynn. Given the choice, they much prefer facing their opponents in glorious, head-on battle, than stabbing them in the back, and a treacherous minotaur is a rare sight indeed. Aminotaur will honor his word, no matter how painful the consequences might be. Only in cases where the security of the entire race hangs in the balance will a typical minotaur even consider breaking his word. Naturally, minotaurs do not lightly pledge such oaths.

Minotaurs adhere strictly to the rule of might: Might makes right. They believe that any problems they have can be solved with strength, cunning and skill. Those who solve their problems using strength, cunning, and skill are clearly those in the right. Minotaurs also believe very strongly in competition. Competition allows one to measure oneself against other minotaurs and against lesser beings.

These huge bull-headed humanoids stand at a hulking 7' tall. Their torsos and limbs are humanoid: rippling chests and humanlike arms, legs, and hands. Their feet, however, end in a cleft hoof. Their whole bodies are covered with a layer of short hair. Their fur ranges in color from a whitish blonde to glossy black, although most minotaurs have only one color of fur. Only after they reach the age of 110 do they start to show signs of mottling. Minotaurs live up to 254 years.

Minotaur horns grow to 24" long. These lengths are measured and cherished because minotaurs pride themselves on their horns. Horns symbolize a great and noble heritage that no other beast of Krynn can claim. Minotaurs rigorously wax and polish their horns to make them shiny and strong. Criminals are punished and exiled from minotaur society by having their horns sawed off. Such creatures are no longer considered minotaurs, but beasts akin to humans. Dehorned minotaurs have lost their pride and sullied their honor.

A Minotaur's maximum statistics are:

Minotaurs may become Fighters, Rangers, Clerics, Druids and Outcast Knights.
Minotaurs may be of any alignment.

Are highly resistant against physical damage
Are resistant against cold damage
Are resistant against acidic damage
Are hurt by fire damage
Receive deathblow skill, if Fighters
Learn enhanced damage, bash and several other skills at expert level, if class allows



Other races sometimes see the gnomes as single-minded or laughable; gnomes see others as unable to focus, hopelessly stuckonmagic, and unable to keep up with the quick pace of a gnomish mind. They live for a long time and accumulate wisdom and knowledge. Gnomes are neutrally inclined, although some non-neutral gnomes have been known to wander around.

Gnomes are fervent in the belief that if one does not come to the end of a sentence as quickly as possible, they may never reach it. Gnomes can also simultaneously speak and listen carefully. In this regard, gnomes tend to string their sentences together. "Gnomestendtospeak constantlylikethis, runningonendlessly, sometimesabout verylittleatall, whichisasourceofmuch annoymentformanypeople..." would be part of a typical gnomish sentence, continuing until they run out of breath or pass out. Their names are held in a similar light, generally recounting their family history back to the earliest known (or imagined) family member. Their full names tend to fill several large tomes, each. Gnomes have learned to speak slowly around other races, in a sometimes condescending and irritating fashion, and come up with shorter versions of their names.

Gnomes stand 3 feet tall and weigh about 45-50 pounds. All gnomes have richly brown skin, the tone of polished wood, with white hair, blue or violet eyes, and straight white teeth. Males have soft, curly beards and moustaches; females are beardless. Both sexes develop wrinkles at age 100. Gnomes are short and stocky, but their movements are quick and their hands are deft and sure. They have rounded ears and large noses. Gnomes live for 730 years as well.

Gnomes have miserable fashion sense, dressing themselves in outlandish garb. Tools and notebooks bristle from the pockets of their outfits, even if they are not members of the thinker class. It's in their blood.

A Gnome's maximum statistics are:

Gnomes may become Fighters, Clerics, Druids, Thieves, Transmuters and Invokers.
Gnomes may be of neutral alignment only.

Are hurt by bashing damage
Can use staves and wands at expert level



Kender of all ages share a childlike nature: curious, fearless, irrepressible, independent, lazy, taunting, and irresponsible with others' possessions. Kender are curious about absolutely everything. They are natural explorers. Kenders are often fearless. They cannot grasp their own mortality and thus feel invincible. This fearlessness combines with kender wonder to wash away any dread (and any common sense) they may feel. Kender's fearlessness does not, however, equate to stupidity. In moments of danger, Kender battles bravely while others cower behind. A Kender's fearlessness is often a source of danger to those who travel with them, though rarely to true companions they may have.

Kender believe in the rights and freedoms of the individual. Kender nations have no real ruler because they prefer the freedom of anarchy. They resent being ordered about, and would rather do what they want, when they want. Demanding something of a Kender only results in loud complaints, reluctant work, and taunts. But Kender willingly volunteer for any task, as long as it is interesting. Their preferred weapon is the hoopak which is a part sling, part metal staff.

By nature, Kenders are light-hearted, free spirits. Typically, Kender faces bear the intense, bright-eyed inquisitiveness of children. Happy Kender grin madly; sad Kender wear an intractable pout. When throwing taunts, Kender look impish and shout with an incredibly grating tone. Their emotional intensity is infectious.

Despite their attenuate limbs, Kender are well muscled. Most stand between 3'6" to 3'9" tall. Although fair-skinned, Kender tan quickly, becoming nutbrown by midsummer. Their eye color varies: pale blue, sea green, olive, light brown, and hazel. Their ears have points, much as elven ears do. Kenders live 90 years in average.

A Kender's maximum statistics are:

Kenders may become Fighters, Rangers, Thieves and Assassins.
Kenders may be of good or neutral alignment.

Can carve hoopaks from the wood
Have special skills when using hoopak
Learn stealing at expert level, if Thieves
Learn dodging at decent level, if class allows