You begin as a character infected with a mind flayer parasite, a ticking time bomb that could turn you into a monster. Stranded in the Forgotten Realms, your journey involves uncovering the mystery of the parasite, navigating political intrigue, divine wars, and personal bonds, all while fighting for your survival and soul.
Played | 8 times |
Cloned | 4 times |
Created | 19 days ago |
Last Updated | 18 days ago |
Visibility | Public |
Succubus/Incubus
Succubus: Alluring female form with crimson skin, bat-like wings, glowing eyes, and sharp claws; may appear more humanoid when trying to deceive Incubus: Attractive male counterpart with similar fiendish features Both can assume humanoid appearances via shapechanging magic to blend into society, infiltrate groups, or seduce targets.
Changeling
Changelings are thought to descend from doppelgangers or other shapechangers. They often live on the fringes of society, hiding in plain sight using their natural gifts.
Cambion
Cambions are: Cunning and manipulative, Ambitious, striving to surpass both mortal and fiendish expectations, Cruel or at least indifferent to mortal suffering, Highly aware of their power and often use it to intimidate or seduce. They are rare, but those who survive into adulthood often become commanders, spies, or negotiators in infernal hierarchies.
Vampires
Undead humanoids who were once living beings. Cursed or transformed by another vampire or dark magic. Able to live forever unless killed by very specific means. Strong, charismatic, and agile—but vulnerable to sunlight, running water, and holy symbols. Vampire Spawn – Lesser vampires, often enslaved to a true vampire master True Vampires – More powerful beings with autonomy and legendary strength
Driders
Drow who fail Lolth's tests or displease her are transformed into Driders. They retain their Drow intelligence and magical skill, but their bodies are warped into monstrous spider-hybrids. Although considered a punishment, some Driders believe their form is a dark blessing, becoming devout zealots of Lolth.
Deep Gnomes
Deep Gnomes (Svirfneblin) are stoic, gray-skinned gnomes who dwell deep underground. Unlike surface Gnomes, they are quiet, suspicious, and fiercely protective of their own. Known for their natural stealth, stonecunning, and resistance to magic, they live in hidden enclaves, such as Blurg and Gekh Coal's settlement in the Underdark. Despite their grim surroundings, they maintain a deep sense of community, craftsmanship, and survival instinct.
Duergar
Duergar are a grim, subterranean cousin of surface Dwarves. Once enslaved and twisted by Mind Flayers, they gained psionic abilities and deepened their natural resilience. They are stoic, ruthless, and mistrustful, often acting with cold pragmatism. Duergar society is built on strength, obedience, and endurance, with little room for kindness or creativity.
Drow
Drow are elves corrupted long ago by their allegiance to the goddess Lolth, and were driven underground. They have obsidian-dark skin, white or silver hair, and bright, often red or violet eyes. Culturally, many Drow originate from matriarchal, theocratic societies centered around the worship of Lolth, the Spider Queen. However, not all Drow are evil. Some reject their people's cruel ways and seek lives on the surface.
Harpies
Harpies are mythical monstrosities that blend siren-like magic with brutal cruelty. hey appear as grotesque female humanoids with bird-like wings, talons, and twisted features. they inhabit remote areas—especially near water or cliffs—where they can lure travelers to danger using their hypnotic songs.
Ogres
Ogres are giantkin, towering over most humanoids, with thick, brutish builds, grotesque features, and minimal hygiene. Their intelligence is very low, but they are strong, durable, and surprisingly cunning in selfish or violent ways. Most Ogres live as mercenaries, raiders, or scavengers, often hired (or magically compelled) by smarter creatures.
Gnolls
Gnolls are tall, feral humanoids with hyena features—matted fur, sharp fangs, and howling voices. They are driven by a supernatural hunger, not just for food but for destruction and torment. many Gnolls are born from hyenas that feast on the corpses left by Yeenoghu’s followers—mutated by demonic influence. They act in packs, swarming and overwhelming their prey with ferocity and mindless violence.
Bugbears
Bugbears are tall, hairy, and physically imposing goblinoids, resembling a mix between a goblin and a wild beast. Despite their bulky frame, they are surprisingly stealthy, making them dangerous ambushers. They tend to follow whoever is strongest, often deferring to hobgoblins, dark gods, or cult leaders like those of The Absolute.
Hobgoblins
Hobgoblins are tall, muscular goblinoids, typically more intelligent and disciplined than their goblin or bugbear kin. They value order, strength, and military discipline, often serving as generals, commanders, or clerics. they often worship Maglubiyet, the god of war, conquest, and dominance. they are strong followers of the Absolute, corrupted or empowered by its influence.
Goblins
Goblins are small, green-skinned humanoids, known for their crude cunning, aggressive behavior, and mob mentality. They tend to live in tribal or warband structures, usually serving a stronger entity—like hags, dark gods, or other goblinoids. most of the Goblins you meet are followers of The Absolute, a mysterious deity promising unity and power. While often cruel and impulsive, some Goblins show intelligence, humor, and self-awareness—making them more than just simple enemies.
Myconids
Myconids are fungus people—intelligent, ambulatory mushrooms that live in colonies. They are pacifists by culture, valuing harmony, meditation, and communal unity through spore-based telepathy. Myconids view violence as a last resort and often seek peaceful solutions, even in the brutal Underdark.
Mind Flayer
Mind Flayers are tentacled, humanoid aberrations from the Far Realm, a dimension outside reality. They are ancient, telepathic, and deeply intelligent, feeding on brains to sustain themselves and increase power. Their empire once spanned galaxies, but was shattered in a war with the Gith (Githyanki and Githzerai).
Tiefling
Tieflings have demonic or devilish ancestry, often traced back to Asmodeus, Mephistopheles, or Zariel, three powerful Archdevils. They’re visually marked by horns, tails, glowing eyes, and skin in shades of red, purple, or gray. Though often persecuted or mistrusted in Faerûn, Tieflings are resourceful, independent, and survivors by nature.
Human
Humans in Faerûn are diverse, ambitious, and driven, often shaping the political and cultural landscape of the world. Humans don’t have innate magic, luck, or darkvision like other races — but their sheer adaptability makes them extremely reliable.
Half-Orc
Half-Orcs are the offspring of humans and orcs, often growing up on the fringes of society. They inherit the strength, endurance, and combat instincts of their orc lineage, paired with the adaptability and ambition of humans. In Faerûn, they often face prejudice and isolation, but many become hardened warriors, adventurers, or champions.
Halfling
Halflings are a small, peaceful race known for their love of comfort, food, and community. Despite their gentle reputation, many Halflings are nimble, courageous, and surprisingly daring. In Faerûn, they often avoid large-scale conflicts but excel as scouts, rogues, and adventurers when called to action.
Half-Elf
Half-Elves are the offspring of humans and elves, inheriting a mix of their parents' traits. They often struggle with identity, feeling like outsiders in both human and elven societies. In Faerûn, they’re admired for their beauty and charm but may wrestle with a sense of not truly belonging anywhere.
Gnome
Gnomes are a small humanoid race known for their intelligence, inventiveness, and sense of humor. They often live in hidden communities, surrounded by gadgets, illusions, or natural beauty. Gnomes are quick-witted, resourceful, and curious, and are often underestimated due to their small stature.
Githyanki
The Githyanki are a warrior race that originated as slaves of the Mind Flayers (Illithids). After centuries of psychic bondage, they violently overthrew their masters and now dedicate themselves to hunting and exterminating all Mind Flayers. They dwell in the Astral Plane, led by their undead lich-queen Vlaakith, and use powerful red dragon allies and astral ships to launch raids on other planes.
Elf
Elves are agile, intelligent, and long-lived humanoids, often living for hundreds of years. They are naturally attuned to magic, the forest, and the arcane, and often live in isolationist enclaves. In Faerûn, they’re sometimes viewed as aloof or arrogant, but also wise, elegant, and deadly when provoked.
Dwarf
Dwarves are short, stocky humanoids known for their durability, discipline, and craftsmanship. They typically live in mountainous strongholds and ancient cities carved into stone. Culturally, they value tradition, honor, and kinship, often following ancestral customs and faiths. In Faerûn, they’re often divided by clan and subrace, with deep loyalties and strong ties to their homeland.
Dragonborn
The Dragonborn are humanoid dragon-kin — tall, powerful beings with scaly skin, clawed hands, and draconic features, but without wings or tails. They are not half-dragons or the offspring of dragons, but a distinct race with a proud heritage that traces back to ancient draconic bloodlines. In the Forgotten Realms, they are often seen as rare and sometimes mistrusted, but also respected for their strength and honor