Home Page Kingdoms Races User Manual Application

Status as of June 8th, 2019: We have a tentative lore, list of races, map plan and start date. All things going according to play we hope to open August 1st, otherwise September 1st. Design Page Moved to here.


From Sanctuary Shard

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Sanctuary allows player characters of nearly every race from almost all medieval fantasy fictional settings, including by not limited to: Dungeons & Dragons, Lord of the Rings, Narnia, Game of Thrones, Wheel of Time and of course our own shards.


  1. All races must be grouped into one of five greater race categories; Human, Aelfeyn, Muiri, Hoggur or Summon/Constructs, see below.
  2. All characters must abide by the limitations of the race. (Ex: You can not be a Muiri and avoid being susceptible to iron.)
  3. Part of your character's past and present story must include the understanding that their previous existence in prior worlds begins to fade within a reasonably short period of time.
  4. Individual sub-races who have non-human avatars are restricted to available 2D UO graphics. Read More ...
  5. Graphics and races may be further restricted by staff is needed for clarity sake in role-play.




The mainstay of most fantasy worlds, the terror of gothic novels, the romance of the night and fear of all small children -- humans are so much more then farm boy turned dread pirate. On Sanctuary, the humans understand it is their birthright that defines them. This race includes not only humans, but demi-humans, vampires, witches, lycanthropes and all who were born human. Read More ...



The Aelfeyn consider themselves the first race, though they are not the only who claim such. In the lore of the various dimensions they are known by many other names; the Alfar, the Trow, the Gentry, the Children of Dana, Trooping Fairies, Vanyarin, Court Fey, The Eldar and the Avari, High Elves, Snow Elves, and by dozens of other names from hundreds of other worlds. Read More ...



The Muiri have developed many origin stories over the millennia and throughout the vast worlds in which they inhabit. Stories of fairies, nymphs and otherkin are told time and time again around fires and as bedtime stories. But it will be here on Sanctuary, which the Muiri call Tèarmann ap Dídean, that the Muiri will come to understand a new origin story; a tale of iron and ice, of a great black dragon that rules the moon bright sky, and the elements of water and air that infuse their very nature. Some still deny they are part of the Muiri, but iron is their kryptonite and by this all Muiri are known. Read More ...



Hoggur are quite literally the salt of the earth. Sometimes they are the dirt of the earth, occasionally the marshes, swamps and bogs. Hoggur are creatures of the earth, the deep earth where roots tangle and treasure grows. Read More ...

Summons & Constructs


Gods and heroes are not the only creatures that may find themselves summoned into this world. Sanctuary is rich with the magic of creation and all manner of elementals, familiars, golems, and daimons may find that they have been yanked from their own world into this one. Magic-users, and those who benefit from powerful gods, may with some skill cause other entities to be summoned or to breathe life into inanimate constructs. Read More ...

Non-Player Character


Players are permitted to play characters native to Sanctuary as NPCs. As we allow five character slots, and not everyone will use all of their slots, the option to create flavor characters for the purposes of story telling are available to the community. Read More ...

Pages in category "Races"

The following 6 pages are in this category, out of 6 total.

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