Character Creation
Character Creation in SORC begins, at the table, by selecting a race and class, then allocating Attributes using a combination of dice rolls and point spending. As characters level up, players repeat this process to unlock Talents, Skills, and Traits (TST), which are tracked through the character's sheets and online records. Characters also develop rank as they progress in their class level.
The character's inventory tracks items without Penalty up to encumbrance limits, and additional character pages allow for tracking personal history, relationships, and achievements. Each character is assigned a Unique ID for online tracking, trading, and achievements.
The character Sheet serves as a central record, displaying key details like background, mission, reputation, and standing, along with customizable elements such as Portraits, armor, and weapons. Customization of your character is also available online, via SORC Beyond. Open Character Customization
Utilizing SORC Beyond, Players can save and export their characters as images or printouts, and have options for high-resolution Portraits reflecting their character's identity. Character pages can be customized with images, background info, and logs of ongoing progress, quests, discoveries, and personal notes.
Character information is organized on two sheets designed to help players manage and develop their character effectively. The two official sheets that come with are the Character Sheet and the Lore Sheet.
Note: GMs have their own GM Sheet where they keep track of campaign data.
Character Sheet
Displays key details such as name, race, class, level, and vital Statistics.
Character Details
Birth
Player's Name, Nickname, Character Portrait or Photo, Age, Gender and a Character Unique Identification (UID) which is a random 5 unit number combination exclusive to players that choose to delve into SORC Beyond's online features.
Character UID
Character ID's are RNG numbers provided by our servers and no two ID's are alike, to avoid conflict between online Characters that have the same name and to keep track of acquisitions.
Race
Upon creation, characters will choose between 40 races and subraces from three size categories; Goliath, Standard and Small. See races below.
Class
Choose between 16 distinct main class trees, 48 paths (3 for each main class), followed by 144 branches (3 per path) and choose between main class trees freely, as long as you meet Trait proficiencies, for instance; the strength to wield a 2H giant's sword in the barbarian tree. Classes are covered in detail below.
Innate Details
Character Details are solely role playing Elements and the amount of detail provided here, is entirely up to the Player.
Developing Details
Height, weight and frame, cultural style, crest, tattoos/marks/scars, facial features, eye color, hair color and style, skin tone, and voice tone. Not applicable (N/A) and Unknown (UKN) can be used to fill out any details at the players' discretion.
Inventory and Value
This is where Characters list the items they have on their person. They can hold as many items as the Player wishes, without a Penalty, as long as the total weight stays within 50% of their carry capacity. See Encumbrance for thresholds and penalties.
Characters may also keep items in their Home or on their land, if they rent or own it. Banks and vaults and storage are also good for safe keeping; However, each home has its own space threshold, see Home and Family Page below. Players can also bury or stash items, and log them into their journals.
Background
This is the Character's Story and background Information. Were you a stowaway, runaway, escapee, or sent on a pilgrimage? The GM has the information on how the party found one another. Characters may create a detailed version of their Story in their Journal Page.
Mission Statement
The Mission Statement is a note not only to give the Character goals and accolades to strive for, but also to remind Players of the values and goals their Character(s) were built on. Mission progress will be kept in the Journal Pages (below).
Starting Equipment
This section's rules are currently under development.
Lore Sheet
Contains your background story and mission Statement, home logs, family logs, quest logs, vital information gathered, archives, and personal notes to capture your character's narrative development. Maps, locations, landmarks and Wayfarer logs (see travel below) are also kept here. It's expected that Lore Sheets will be stacked as players develop their characters.
Standard scratch paper is recommended to provide space for notes, quick references, or ideas during gameplay. This will help with the lore sheet.
NPCs and MAC
Two types of non-player entities populate the world of Zailister. NPCs (Non-Player Characters) are characters in the world with their own story, role, and purpose, like quest givers, faction leaders, vendors, traders, and other story-driven figures that inhabit the world. MAC (Monsters, Animals, Creatures/Critters) refers to any living entity in the game world that is not an NPC or Player Character (PC), including; beasts, monsters, flora and fauna, and everything in between. Both NPCs and MAC interact with and react to your character, and each carries a Rank that reflects their power and the challenge they represent. Given their stats, the GM narrates their behaviors and rolls dice to determine outcomes between Player characters and whatever it is they are interacting with.
Prestige
In SORC games, a Character's Prestige measures their identity and eventually their Prestige Characters develop by the in-game decisions they make through journeys, both feats and Downfalls.
A Character's Prestige reflects the way the surrounding world perceives your Character. The way NPCs, Creatures, and even other Player Characters respond to your Character. Whether you're loved, hated or in between, your Character will be treated accordingly throughout their journey of becoming a legend. Your Character's Prestige begins developing early, first determined by how your Character is presented to the world.
Religion & Politics
Religion
Your faith, just as culture, is determined by your background by default; however, players can choose their own faith or play as an atheist or ambivalent.
Politics
Players can delve into the world of politics, or they can avoid this altogether. There will be reoccurring elections throughout different regions of Zailister, and even other planets.
The War
Between the Noble and Purge forces, you can join the war, provide aid to one of the two factions or stay completely ambivalent. To join either side of the war, you'll need to offer support until your stance with any faction representing its respective side exceeds their expectations. Becoming part of the Feral Alliance (†neutral), will require you to be born of a Feral Race and from its surrounding area, though lore has it there are very strict exceptions. Refer to Into the Uncharted Worlds of Essentia for more on The War.
More on Religion, War and Politics are covered in Stories of Zailister: A Journey's Beginning.
Playable Races
Choosing your race. Overview
Whether you want to embody a mighty Ogre, a graceful Elf, a resilient Dwarf, or a clever Ratkin, SORC provides a rich tapestry of races to explore. Race diversity is just the first array of different ways of playing SORC that makes every journey Unique in developing your character.
The selection of playable races in SORC offer a vast and diverse array of options for adventurers, ranging from towering Goliaths to tiny, yet cunning, Small folk. Each race has its own Traits that they are either strong in, weak in or balanced to, its own cultural backgrounds, often shared with others, and physical characteristics, allowing players to craft characters that fit their preferred playstyle and story. Each race individually has the same Statistics and Traits and cultures do not change this. Culture is determined by the background the Player chooses for their race.
For instance, every human, regardless of whether or not they're †Omnè or Nordkin, begins with the same exact Traits and Stats. The only thing different here is their culture and that doesn't mean a Nordkin cannot develop into an Omnè culture, and that is said for Omnè embracing Nordkin cultures as well. The world of Essentia is not only diverse in culture, but globally communicates amongst its planets. However, that isn't to say items first developed on Omnè aren't more rare on Zail, they are and that rule applies both ways. A secret Nordkin Recipe for "Nord Feast", would be less likely to be found on Omnè than it would Zailister (or even continents on Zailister other than the Nordkin's native Glaceria). At the same time, Omnè Technologically Advanced Weapons (TAW) would be less likely to be found on Zailister than Omnè but the Characters backstory allows them to choose TAW, unless the GM opposes this rule.
†The Omnè are further advanced in technology than any other human cultures, but only because they are an older, ancient, human development further away from the main sun Adoria, not allowing them to rely on magic.
Also see Species below (A link taking readers back to Goliath Races is at bottom of a description of all Species throughout Essentia).
Innate Aptitude and Inaptitude
Aptitude and Inaptitude are Race and Subrace Gifts or Burdens innately inherited by characters of that race. A Drow's darkvision is an Aptitude, as is a Gnome's ability to speak with burrowing Flora (like some fungi) and Fauna (like small animals). Each race carries innate passive Aptitudes and Inaptitudes - non-combat traits baked into their biology, heritage, and upbringing. These are always active and require no action to use. They cannot be removed, suppressed, or replaced by class choices, though some may be developed further through Talent Trees. Inaptitudes work the same way in reverse: they are permanent frictions that no amount of training fully eliminates, though their penalties can sometimes be offset by other bonuses. Aptitudes and Inaptitudes are separate from Trait scores and Attribute bonuses - they represent what a race simply is, not what a character has learned to do.
Each starter race lists Favored affinities for Classes, Professions, Talent Trees, and Companions. There are no Averse affinities for Professions, Talent Trees, or Companions. Favored Professions grant bonus experience toward proficiency tiers (Apprentice, Journeyman, Expert, Artisan, Master, Grandmaster). Favored Talent Trees grant +1 to talent rolls in those trees. Favored Companion types bond in half the normal time at 25% reduced upkeep. Note: Innate abilities can be developed further through Talent Trees - if a talent supersedes an innate inability, the talent takes precedence.
Favored and Averse Class Bonuses
A race may list any number of Favored main classes, and any number of Averse main classes - but across its entire Favored list, only one Path may carry a deeper bonus, and only one Branch nested under that same Path may carry the deepest bonus. The same rule applies separately to the Averse list: only one Path and one Branch across the whole Averse list carry the deeper penalty. Every other main class, Path, or Branch listed gets the flat bonus or penalty only.
A Favored main class grants +5 to all Ability and Spell rolls made in that class tree. The single chosen Favored Path instead grants +7, total, replacing the flat +5 for that Path, and the single chosen Favored Branch instead grants +9, total, replacing the flat +5 for that Branch. Averse main classes, Paths, and Branches work the same way in reverse, at -5, -7, and -9.
This bonus does not apply to Nature Drawn Abilities, Spell Drawn Abilities, or Miracles.
Goliath Size Races
Goliaths are towering beings, typically standing between 7 to 9 feet tall, known for their impressive strength, endurance, and commanding presence.
Base Life: 60 | Base Mana: 24 | Base Stamina: 40 | Base Endurance: 30 | Base Speed: 40 ft. | Base Carry: 200 lbs | Size Bonus: +1 Strength, +1 Toughness | Size Penalty: -1 Agility, -1 Defense
Goliaths have the highest Stamina, Strength and Speed of any size tier, built for sustained physical dominance. Their Mana pool is lower than Standard and Small, while their mass favors physical strength and vigor over magical capacity.
Bast
Bast treat most encounters like a game they've already decided to win. Quick tongues and a knack for always landing on top - figuratively and otherwise - have earned them a reputation as charming liars and worse cardsharps. They're easy to underestimate and that's exactly how they prefer it; a Bast caught in a straight fight has usually already lost, but a Bast given an opening rarely needs a second one.
Lore has it that Bast are blessed with nine lives, and there's something to the legend - while most don't dare attempt Rejuvenation before level 20, a Bast can try as early as level 11, nine levels ahead of everyone else.
That same luck runs out eventually - a Bast who's burned through one too many close calls finds the next gamble doesn't go their way nearly as often, and their thin frame rarely holds up to a straight fight once the trickery runs dry.
Innate Trait Adjustments
+1 Agility, +2 Dexterity, +1 Constitution, +1 Piety, +1 Deceit, +1 Luck, +1 Vigilance | -3 Toughness, -3 Courage, -3 Resistance
Innate Aptitude
Ninelives | once per Rejuvenation cycle, may shrug off what should have been a killing blow at the cost of a Luck point; usable as early as level 11.
+2 to Deceit rolls made for cardsharping, bluffing, or talking a mark down off a hard line.
Innate Inaptitude
Once a Bast has burned a Ninelives reprieve, -2 to all Luck-based rerolls until a full rest is taken.
-2 to all rolls in a straight, prolonged fight with no opening to exploit.
Lifespan: ~150 years (Mortal)
Favored Classes
Strategist +5 | Shadow Stalker +7 | Wraith +9
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Body Artist, Gem Crafter, Data Broker. Bonus experience toward proficiency.
Talent Trees | Thief, Trader, Mole. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small companion suited to a Bast's quick, opportunistic lifestyle. Bond in half the time, -25% upkeep.
2. Guardian, a Goliath-sized companion that fights alongside its owner. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Bugbear
Bugbears are tall, broad-shouldered predators covered in coarse, bristled fur, built for both raw strength and the patience of a hunter. Despite their size, they move with surprising quiet through dense brush and rocky terrain, relying on ambush as often as brute force to bring down prey twice their size.
For all their size, Bugbears move without a sound through forest and stone, slipping past brush and scree that would announce any other predator's approach long before it ever got close.
All that patience for the hunt leaves little for anything else - a Bugbear forced to sit still without a target in sight grows restless fast, and conversations rarely hold their attention long enough to finish.
Innate Trait Adjustments
+2 Strength, +1 Vigilance | -2 Charisma, -2 Wit, -1 Piety
Innate Aptitude
Silent Stalk | moves through brush and rocky terrain without a sound; +2 to Stealth rolls made while closing on prey or an ambush target.
+2 to Vigilance rolls made while tracking or stalking a target before a strike.
Innate Inaptitude
-2 to all rolls requiring patience without a target in sight; grows restless when forced to wait or hold position.
-2 to social rolls requiring sustained conversation or negotiation.
Lifespan: ~80 years (Mortal)
Favored Classes
Barbarian +5 | Cimmerian +7 | Beast +9
Averse Classes | even with alignment prerequisite
Bard -5
Avenger -5 | must reach alignment prereq.
Professions | Hunter, Tinker, Body Artist. Bonus experience toward proficiency.
Talent Trees | Scout, Bounty Hunter, Mole. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that fights alongside a Bugbear in the hunt. Bond in half the time, -25% upkeep.
2. Pet, a Small companion suited to a Bugbear's quiet, patient ambush lifestyle. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Centyr
Centyr, derived from the word "Center," a mythical race combining human-like features with various types of horns and matching animal lower bodies. Centyr beings possess a striking and unique appearance.
At their core, Centyrs have human facial features, retaining the familiar structure of a human face and a human torso, arms and hands. However, it is their horns, ears, lower body, including the rump and hind legs, hooves and tails that truly distinguish them.
These horns come in diverse shapes and sizes, reflecting the wide range of animal influences within the Centyr race. Whether it be the majestic antlers, ears, tail and hooves reminiscent of a moose or elk, the elegant and spiraling horns reminiscent of a unicorn, the curved and twisted horns reminiscent of various goat or sheep, or the tusks, ears, hooves and tail of a forest hog, each Centyr bears a distinctive set of horns that adds to the allure of their appearance.
In terms of their physical structure, the Centyr maintain a human torso, enabling them to engage in social interactions and activities akin to their human counterparts. However, from the waist down, their bodies transform into the matching lower body, tail and hooves of the animal that corresponds to their unique horns. This fusion of human and animal forms not only grants them remarkable physical abilities and characteristics but also showcases their deep connection to the animal kingdom.
Note: Homebrew Centyr may be developed between GMs and Players, for instance a Satyr would fit the description of a Centyr.
Innate Trait Adjustments
+2 Agility, +1 Charisma | -2 Toughness, -2 Willpower, -1 Wit
Innate Aptitude
Dual Nature | retains the agility and stamina of their animal lower body alongside human dexterity; +2 to rolls combining physical grace and fine manipulation, such as performing while in motion.
Innate Inaptitude
-2 to all rolls requiring confined movement; a Centyr's animal lower body makes tight corridors, ladders, and narrow stairs especially difficult.
Lifespan: ~300 years (Mortal)
Favored Classes
Bard +5 | Strumalong +7 | Melodist +9
Averse Classes | even with alignment prerequisite
Doom Knight -5 | must reach alignment prereq.
Warrior -5
Professions | Body Artist, Woodworker, Gem Crafter. Bonus experience toward proficiency.
Talent Trees | Olympiad, Trader, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Draft, a Standard-sized working animal that hauls gear and instruments on the road. Bond in half the time, -25% upkeep.
2. Fellowship, a Standard humanoid companion who travels and performs alongside a Centyr. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Firbolg
Firbolgs are gentle giants who carry themselves with a quiet, deliberate calm, more inclined to step around a conflict than start one. Their lives are spent deeply entwined with the natural world, tending to forests and wildlife with the same care others might reserve for family.
Stories travelers tell of Firbolgs speaking with deer and trees aren't far off - a Firbolg can share simple thoughts with any animal or plant they can see, a quiet conversation that needs no words and no effort.
That same gentleness makes Firbolg slow to anger and slower still to act first - in a fight that demands a hard, fast decision, a Firbolg's instinct to step back can cost them the opening.
Innate Trait Adjustments
+2 Intuition, +1 Piety, +1 Vigilance | -2 Deceit, -2 Charisma, -1 Agility
Innate Aptitude
Speak with Flora and Fauna | shares simple thoughts with any animal or plant within sight; passive, no roll required for basic exchanges.
Innate Inaptitude
-2 to all rolls requiring a fast, aggressive first move; a Firbolg's instinct to step back costs them the opening in any sudden confrontation.
Lifespan: ~500 years (Mortal)
Favored Classes
Druid +5 | Hyborian +7 | Metamorpher +9
Averse Classes | even with alignment prerequisite
Tyrant -5 | must reach alignment prereq.
Warlock -5 | must reach alignment prereq.
Professions | Apothecary, Woodworker, Hunter. Bonus experience toward proficiency.
Talent Trees | Theologist, Scout, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small forest creature drawn to a Firbolg's quiet, gentle company. Bond in half the time, -25% upkeep.
2. Guardian, a Goliath-sized companion that watches over the woods a Firbolg tends. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Hawkbear
Hawkbears are imposing hybrids - a bear's dense frame and head, with a hawk's hooked beak and piercing, predatory eyes. They also feature loose folds of skin stretching from wrist to ankle that when stretched out allow them to glide, whether it's from a jumping start or off of a mountain's edge, far distances in the air.
There's a reason hunters fear a Hawkbear perched above a trail - one leap turns into a long, near-silent glide, and by the time that beak comes into view there's no outrunning what's already closing the gap from above.
A Hawkbear grounded in a storm or boxed into tight halls and tunnels loses every advantage their build gives them outdoors - that same bulk and gait that means nothing from a glide becomes impossible to hide indoors.
Innate Trait Adjustments
+2 Agility, +1 Defense | -2 Wit, -2 Deceit, -1 Charisma
Innate Aptitude
+2 to Sprint and Jump rolls.
Gliding skin membranes allow long-distance aerial travel after a sprinting start or a fall from height. See Glide under Movement.
Innate Inaptitude
Glide requires open sky and a running or falling start - cannot be used in confined spaces, under heavy cloud cover, or in storm conditions.
-2 to all stealth rolls indoors; their bulk and gait give them away easily off the cliffs.
Lifespan: ~120 years (Mortal)
Favored Classes
Barbarian +5 | Mountaineer +7 | Predator +9
Averse Classes | even with alignment prerequisite
Magic User -5
Witch -5 | must reach alignment prereq.
Professions | Hunter, Tinker, Stonesmith. Bonus experience toward proficiency.
Talent Trees | Scout, Bounty Hunter, Olympiad. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that flanks a Hawkbear on mountain hunts. Bond in half the time, -25% upkeep.
2. Pet, a Small winged companion at home gliding the same high cliffs. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Ogre (Playable in Starter Set)
Towering and muscular, ogres are known for their immense strength and ferocity in battle.
Ogres live by a simple, brutal logic: the strongest takes what it wants, and the rest get out of the way. Most outsiders read this as simple-mindedness, but ogre clans run on a surprisingly rigid code of strength-earned respect.
An Ogre's hands are built for crushing, not crafting - delicate work like lockpicking or fine jewelry is a near-impossible ask, and most strangers who haven't already seen an Ogre's strength up close tend to keep their distance regardless of how it's meant.
Innate Trait Adjustments
+3 Strength | -5 Wit
Innate Aptitude
NPCs (Small or Standard size) may hesitate, flee, or comply without a roll in intimidation situations, at GM discretion.
+2 Armor Score (AS) from hide, applied before armor.
+2 to hunt and forage rolls in wilderness.
Innate Profession: Woodworker. Begins with Apprentice-level proficiency.
Innate Inaptitude
-3 to all precision hand work. Cannot practice delicate crafting professions.
Requires 2x food and water daily. Missing a day triggers Endurance penalties.
-2 to social rolls (non-intimidation) with races unaccustomed to their presence.
Lifespan: ~100 years (Mortal)
Favored Classes
Barbarian +5 | Destroyer +7 | Mauler +9
Averse Classes | even with alignment prerequisite
Magic User -5
Bard -5
Overseer -5 | must reach alignment prereq.
Professions - Hunter, Blacksmith, Woodworker. Bonus experience toward proficiency.
Talent Trees - Olympiad, Bounty Hunter, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that backs an Ogre's strength in a fight. Bond in half the time, -25% upkeep.
2. Draft, a Standard-sized working animal that hauls what an Ogre's hands cannot. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Troll (Bridge)
Bridge Trolls dwell near cities and towns, making their homes beneath the bridges they use as both shelter and choke point, with the water below serving as a steady source of food and resources. They're as well known for cornering unwary travelers with riddles and tolls as they are for the threats they pose outright.
Years spent in the cramped dark beneath bridges and culverts have left Bridge Trolls perfectly at home where most people can't even stand up straight, and there isn't a riddle, puzzle, or word-trap they haven't already heard some version of.
Years spent in the dark under a bridge leave a Bridge Troll badly suited to open sunlight and wide horizons - too much open space leaves them edgy and exposed in a way no riddle can talk them out of.
Innate Trait Adjustments
+2 Wit, +1 Deceit | -2 Strength, -2 Agility
Innate Aptitude
Riddlewise | perfectly at home in cramped, low-ceilinged spaces; +2 to Wit rolls made to solve riddles, puzzles, or word-traps.
Innate Inaptitude
-2 to all rolls made in open sunlight or wide, unobstructed terrain; a Bridge Troll grows edgy and exposed without a tight space nearby.
Lifespan: ~180 years (Mortal)
Favored Classes
Barbarian +5 | Destroyer +7 | Bloodrager +9
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Avenger -5 | must reach alignment prereq.
Professions | Stonesmith, Tinker, Data Broker. Bonus experience toward proficiency.
Talent Trees | Mole, Trader, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small companion at home in the cramped dark beneath a bridge. Bond in half the time, -25% upkeep.
2. Fellowship, a Standard humanoid companion who shares a Bridge Troll's toll and territory. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Troll (Common)
The Common Troll is a highly adaptable and versatile race, known for their exceptional resilience and resourcefulness. They possess a sturdy build with thick, leathery skin that provides natural protection, making them resilient in a variety of environments - from lush forests and swamps to mountainous regions.
Unlike more specialized trolls, the Common Troll excels in many roles, whether as skilled hunters, cunning foragers, or resourceful craftsmen. Their intelligence and Adaptability allow them to learn new skills quickly, making them flexible allies and formidable opponents. With a strong sense of community and an unyielding spirit, the Common Troll thrives in diverse settings, turning their natural toughness and versatility into powerful assets.
Jack of all trades cuts both ways - a Common Troll rarely masters any one skill the way a specialist would, and it shows whenever true expertise is what the moment calls for.
Innate Trait Adjustments
+2 Toughness, +1 Constitution | -2 Wit, -2 Charisma, -1 Deceit
Innate Aptitude
Jack of All Trades | learns new skills quickly across varied terrain; +2 to rolls made when adapting to an unfamiliar task or environment for the first time.
Innate Inaptitude
-2 to all rolls requiring true mastery or specialization; a Common Troll rarely outperforms a dedicated specialist at their own craft.
Lifespan: ~200 years (Mortal)
Favored Classes
Fighter +5 | Juggernaut +7 | Rumbler +9
Tyrant +5
Averse Classes | even with alignment prerequisite
Magic User -5
Sorcerer -5
Professions | Hunter, Woodworker, Stonesmith. Bonus experience toward proficiency.
Talent Trees | Scout, Traveler, Olympiad. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that fights alongside a Common Troll in any terrain. Bond in half the time, -25% upkeep.
2. Draft, a Standard-sized working animal suited to a Common Troll's adaptable lifestyle. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Troll (Mountain)
Mountain Trolls are cold-hardened climbers who make their homes at elevations where little else survives, their thick hides shrugging off frost and falling rock alike. They guard their peaks fiercely, treating any intrusion as a threat to be driven off or buried in snow.
Climbers swap stories about Mountain Trolls scaling sheer cliffs and crossing ice and scree without ever slowing down or losing their footing - terrain that would stop most climbers cold.
All that time spent alone on exposed peaks left Mountain Trolls poor company and worse diplomats - they don't see much point in talking a problem out when it could just be thrown off a cliff.
Innate Trait Adjustments
+2 Toughness, +1 Resistance | -2 Wit, -2 Deceit, -1 Piety
Innate Aptitude
Sure Foot | scales sheer cliffs and crosses ice and scree without losing footing; +2 to climbing and balance rolls in mountainous terrain.
Innate Inaptitude
-2 to all social and negotiation rolls; a Mountain Troll sees little point in talking out what could simply be thrown off a cliff.
Lifespan: ~250 years (Mortal)
Favored Classes
Barbarian +5 | Mountaineer +7 | Beast Master +9
Averse Classes | even with alignment prerequisite
Bard -5
Avenger -5 | must reach alignment prereq.
Professions | Stonesmith, Hunter, Blacksmith. Bonus experience toward proficiency.
Talent Trees | Olympiad, Scout, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that helps a Mountain Troll defend their peak. Bond in half the time, -25% upkeep.
2. Draft, a Standard-sized working animal bred for sure footing on sheer cliffs and ice. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Troll (Sand)
Sand Trolls have adapted to the harshest deserts, their leathery hides shedding heat that would scorch other races, their senses tuned to the smallest shift in dune or wind. They move through open desert with unsettling ease, vanishing from sight long before anyone realizes they were being watched.
Caravans crossing the dunes swear a Sand Troll can walk for days on a single waterskin and disappear into open ground with nothing to hide behind.
A Sand Troll's body is built to shed heat, not hold it - cold climates sap their stamina fast, and a hard freeze can leave one sluggish and slow to react.
Innate Trait Adjustments
+2 Constitution, +1 Deceit | -2 Wit, -2 Charisma, -1 Willpower
Innate Aptitude
Dune Walker | moves through open desert with unsettling ease, vanishing from sight long before being noticed; +2 to Stealth and survival rolls in arid terrain.
Innate Inaptitude
-2 to all rolls made in cold climates; a hard freeze leaves a Sand Troll sluggish and slow to react.
Lifespan: ~180 years (Mortal)
Favored Classes
Shaman +5 | Ritualist +7 | Runecrafter +9
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Warrior -5
Professions | Alchemist, Apothecary, Witchcrafter. Bonus experience toward proficiency.
Talent Trees | Scout, Mole, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small desert creature that shadows a Sand Troll across the dunes. Bond in half the time, -25% upkeep.
2. Guardian, a Goliath-sized companion that helps a Sand Troll watch the open desert. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Troll (Village)
Village Trolls have set aside the solitary, territorial instincts common to their kind in favor of guarding a single community, often one that has come to depend on them as much as fear them. They take their role seriously, treating every villager as something worth protecting.
Nothing slips past a Village Troll on watch - they seem to notice trouble approaching their home long before anyone else does.
A Village Troll's whole identity is wrapped up in the place they guard - pull one away from their community for too long and they grow anxious, distracted, and noticeably less sharp.
Innate Trait Adjustments
+2 Toughness, +1 Piety | -2 Deceit, -2 Wit, -1 Agility
Innate Aptitude
Watchful Guardian | notices trouble approaching their home long before anyone else does; +2 to Vigilance rolls made while within their bonded community.
Innate Inaptitude
-2 to all rolls when pulled away from their community for an extended time; a Village Troll grows anxious, distracted, and noticeably less sharp.
Lifespan: ~200 years (Mortal)
Favored Classes
Doom Knight +5 | Death Guard +7 | Dread Knight +9
Fighter +5
Averse Classes | even with alignment prerequisite
Bard -5
Warlock -5 | must reach alignment prereq.
Professions | Blacksmith, Stonesmith, Woodworker. Bonus experience toward proficiency.
Talent Trees | Theologist, Tactician, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Goliath-sized companion that helps a Village Troll watch over their community. Bond in half the time, -25% upkeep.
2. Fellowship, a Standard humanoid companion who shares the duty of protecting the village. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Standard Sized Races
Standard-sized races stand between 5 to 7 feet tall, offering a versatile and balanced physique suitable for a wide range of roles and Abilities.
Base Life: 50 | Base Mana: 32 | Base Stamina: 32 | Base Endurance: 30 | Base Speed: 30 ft. | Base Carry: 100 lbs | Size Bonus: None | Size Penalty: None
Standard races are the most balanced of the three size tiers - equal Mana and Stamina pools with no size-level strengths or weaknesses. What they lack in extremes they make up for in flexibility. Endurance is shared across all sizes at 30 and resets daily. Each race within this tier has its own innate trait bonuses and penalties, Innate Aptitude and Inaptitude, favored and averse class sets, companion affinities, profession bonuses, talent tree preferences, and lifespan. These stack on top of the size base above.
Drāco Blood
Dragon-blooded humans carrying the lineage between one of five ancient dragon bloodlines, chosen at character creation. Drāco Blood characters bear innate charisma and draconic resilience, capable of wielding powerful draconic magic. Their bloodline determines their Elemental Aptitude - granting a bonus to rolls, damage, and resistance involving their aligned element, and a penalty against its opposite where applicable.
Bloodlines: Red (Fire | penalty: Ice), Blue (Ice | penalty: Fire), Black (Shadow | penalty: Lightning), White (Arcane | penalty: Shadow), Green (Poison | penalty: Nature), Gold (Nature | penalty: Poison).
That draconic blood runs hot in more than just magic - Drāco Blood are prone to pride and short tempers, and an insult to their bloodline rarely goes unanswered, sense be damned.
Innate Trait Adjustments
+2 Charisma, +1 Intuition, +1 Luck, +1 Defense | -2 Piety, -1 Agility
Innate Aptitude
Elemental Aptitude | +2 to rolls, damage, and resistance involving their bloodline's aligned element.
Innate Inaptitude
-2 to rolls, damage resistance, and saves against their bloodline's opposing element.
Lifespan: ~200 years (Mortal)
Favored Classes
Sorcerer +5 | Conjurer +7 | Psionic +9
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Avenger -5 | must reach alignment prereq.
Professions | Enchanter, Gem Crafter, Body Artist. Bonus experience toward proficiency.
Talent Trees | Trader, Tactician, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small companion that shares a Drāco Blood's draconic temperament. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that fights alongside its Drāco Blood owner. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Drow
Solitary and feared, Drow wield black magic drawn from the earth itself - associated with death, darkness, and hidden power, known to bring disease and nightmares upon those who cross their path. Rarely seen by surface-dwellers without intent, an encounter with a Drow is seldom a fortunate one. Descendants of the formidable, spider-blood infused Ancient Drow, a pact broke away thousands of years ago - shedding that lineage over the millennia and becoming what is known today simply as Drow.
Drow are said to see perfectly in total darkness, treating the deepest cave or moonless night as no obstacle at all - light, when it comes, is the only thing that ever truly inconveniences them.
Centuries spent avoiding the surface and its light have left Drow with a reputation that precedes them everywhere they go - most surface-dwellers respond to a Drow with suspicion or open hostility long before they've done anything to earn it.
Innate Trait Adjustments
+2 Agility, +1 Wit | -2 Strength, -2 Piety, -1 Charisma
Innate Aptitude
Dark Vision | sees perfectly in total darkness, treating the deepest cave or moonless night as no obstacle at all.
Innate Inaptitude
-2 to all rolls made in direct sunlight; light is the only thing that ever truly inconveniences a Drow.
-2 to social rolls with surface-dwellers who respond to a Drow with suspicion or open hostility on sight.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Warlock +5 | Bloodlock +7 | Vampire +9
Strategist +5
Witch +5
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Avenger -5 | must reach alignment prereq.
Professions | Witchcrafter, Enchanter, Alchemist. Bonus experience toward proficiency.
Talent Trees | Mole, Thief, Crypt Raider. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian | Mount: Theowarg, a Standard-sized wolf-boar hybrid bred for war, fighting fiercely at a Drow's side and carrying them swiftly through total darkness. Bond in half the time, -25% upkeep.
2. Pet | Nightcrawler, a Small spider-kin companion descended from the Ancient Drow's bloodline, moving silently through the dark alongside its Drow. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf (Arctic)
Arctic Dwarves carved out lives in some of the coldest, least forgiving terrain on the continent, building their halls into glaciers and frozen cliffs where the cold itself becomes a defense against invaders. Generations of exposure have left them nearly impervious to frostbite and biting wind that would cripple softer races.
Outsiders who visit Arctic Dwarf holds come away surprised that the cold never seems to slow them down or wear them out, even in storms that would leave anyone else frostbitten within the hour.
All that cold resistance comes at the other end of the thermometer - Arctic Dwarves wilt fast in heat and humidity, tiring far quicker than other races the moment the temperature climbs.
Innate Trait Adjustments
+2 Constitution, +1 Resistance | -2 Charisma, -2 Agility, -1 Wit
Innate Aptitude
Frost-Hardened | immune to frostbite and biting wind; cold and storms never slow an Arctic Dwarf down or wear them out.
Innate Inaptitude
-2 to all rolls made in heat or humidity; an Arctic Dwarf tires far quicker than other races as the temperature climbs.
Lifespan: ~400 years (Mortal)
Favored Classes
Warrior +5 | Armorer +7 | Ironclad +9
Averse Classes | even with alignment prerequisite
Sorcerer -5
Magic User -5
Professions | Blacksmith, Stonesmith, Woodworker. Bonus experience toward proficiency.
Talent Trees | Olympiad, Scout, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Draft, a Standard-sized working animal bred to haul loads through ice and frozen cliffs. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that helps an Arctic Dwarf hold their frozen hall. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf (Ash)
Ash Dwarves originate from volcanic regions - most notably from the fiery volcanic pits to the ice-capped peaks of Mt. Grayface - and are uniquely adapted to extreme heat, with bodies resistant to scorching temperatures that allow them to navigate harsh environments with ease. Their ashy-colored skin, a result of their working conditions, gives them their name. Ash Dwarves focus on studying stone and harnessing volcanic properties for smelting steel used in martial combat.
Built for fire and forge, Ash Dwarves fare poorly anywhere cold or damp - chill weather stiffens their joints and slows them in a way no amount of stubbornness can shake.
Innate Trait Adjustments
+2 Resistance, +1 Strength | -2 Agility, -1 Charisma
Innate Aptitude
Forge-Born | bodies resistant to scorching temperatures; immune to heat-based environmental hazards and +2 to rolls involving smelting or forge work.
Innate Inaptitude
-2 to all rolls made in cold or damp conditions; chill weather stiffens an Ash Dwarf's joints and slows their reactions.
Lifespan: ~300 years (Mortal)
Favored Classes
Warrior +5 | Armorer +7 | Ironclad +9
Averse Classes | even with alignment prerequisite
Druid -5
Shaman -5
Professions | Blacksmith, Stonesmith, Enchanter. Bonus experience toward proficiency.
Talent Trees | Crypt Raider, Trader, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Draft, a Standard-sized working animal that hauls ore and stone through the forge halls. Bond in half the time, -25% upkeep.
2. Mechanical, a Standard-sized constructed companion built to withstand an Ash Dwarf's volcanic forges. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf, Common (Playable in Starter Set)
Sturdy and resilient, Common Dwarves are known for their craftsmanship, endurance, and hearty nature. They thrive in mountain halls and underground cities, with a mastery of forging, stonework, and deep-earth navigation. Their tough physiques and unwavering determination make them formidable allies and resilient foes.
Take a Dwarf out of stone and underground and put them in open water or featureless plains, and that same sharp instinct that reads a cave wall like a book goes quiet - they sink fast and read the wide world poorly, and magic study never quite clicks for them either.
Innate Trait Adjustments
+1 Toughness, +1 Dexterity, +1 Constitution, +1 Strength | -1 Charisma, -2 Agility, -1 Wit
Innate Aptitude
+2 to crafting rolls.
Stone Sense: detects structural weaknesses, hidden passages, and stone composition at close range. Complex structures may require a Vigilance check.
Dark Vision: sees clearly up to 60 feet in low light. Detects shapes up to 30 feet in near-total darkness. No color in total darkness.
+1 Vigilance (sound or scent).
Treasure Sense: passively detects metals, gems, and valuables nearby. General direction only, not precise. Suppressible by magic.
Innate Profession: Blacksmith. Begins with Apprentice-level proficiency.
Innate Inaptitude
-3 to swimming rolls. Sinks in deep water without aid.
-1 Vigilance and Intuition in wide, flat, or featureless terrain.
-1 to all Ability Rolls when using abilities in arcane class trees.
Lifespan: ~350 years (Mortal)
Favored Classes
Avenger +5 | Cleric +7 | Holy +9
Overseer +5
Barbarian +5
Averse Classes
Magic User -5
Bard -5
Marksman -5
Professions - Blacksmith, Gem Crafter, and Stonesmith. Bonus experience toward proficiency.
Talent Trees - Crypt Raider, Olympiad, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Mechanical, a Standard-sized constructed companion built in a Common Dwarf's own forge. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that fights alongside its Dwarf owner. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf (Glimmerstone)
Glimmerstone Dwarves are renowned as Master miners and treasure hunters, with an exceptional talent for uncovering hidden gems and enchanted materials deep within the earth. Their keen senses and innate connection to the mineral veins allow them to detect valuable deposits that others might overlook. They possess an Aptitude called "Mineral Instincts," which enables them to sense the origins and true potential of the materials around them.
Additionally, they have a skill called "Greed," which involves marking a target so that as it is defeated, it yields increased chances of Rare treasures and enchanted loot. While they excel at hunting for materials, these Dwarves prefer the thrill of discovery over crafting, focusing their skills on unearthing the most valuable resources. This combination of instincts and the active "Greed" effect gives them a significant edge in exploration and resource gathering, helping them uncover the game's most coveted treasures with ease.
That instinct for treasure cuts both ways - a Glimmerstone Dwarf finds it almost physically difficult to walk past unclaimed valuables, even when doing so is clearly the smarter call.
Innate Trait Adjustments
+1 Vigilance, +1 Luck, +1 Intuition, +1 Deceit | -2 Piety, -1 Agility, -1 Defense, -2 Charisma
Innate Aptitude
Mineral Instincts | senses the origins and true potential of nearby materials; +2 to rolls made to locate hidden gems or enchanted materials underground.
Greed | marks a defeated target, yielding increased chances of Rare treasure and enchanted loot.
Innate Inaptitude
Cannot pass unclaimed valuables without attempting to investigate or claim them, even against better judgment.
Lifespan: ~400 years (Mortal)
Favored Classes
Strategist +5 | Rogue +7 | Recon +9
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Avenger -5 | must reach alignment prereq.
Professions | Gem Crafter, Tech Salvager, Data Broker. Bonus experience toward proficiency.
Talent Trees | Crypt Raider, Mole, Thief. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small companion with a knack for sniffing out hidden gems alongside its Glimmerstone Dwarf owner. Bond in half the time, -25% upkeep.
2. Draft, a Standard-sized working animal that hauls a Glimmerstone Dwarf's mining hauls. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf (Red)
Red Dwarves emphasize fire magic, alchemy, and jewel crafting, relying less on physical labor compared to their Ash Dwarf cousins. While Ash Dwarves master stone and volcanic forging, Red Dwarves are skilled in manipulating fire and its elements, making them natural Sorcerers and alchemists.
Living amidst extreme heat and volatile terrain, Red Dwarves have become formidable Spellcasters and enchanters, harnessing the destructive yet transformative power of fire to craft powerful magical artifacts and unleash devastating Spells. Their Mastery over molten magic makes them both feared and revered in their fiery domains.
Red Dwarves are known to shape and direct flame without ever laying a hand on it - bending a candle's fire into a rope, or igniting steel to a glow for a forge. This makes them invaluable partners to their Ash Dwarf cousins, smelting and heating ore and metal from a distance for the Ash Dwarves to forge, without either of them needing to touch an open flame.
Spending their lives bent over flame and flask has left Red Dwarves with little patience or skill for physical confrontation - a fight that closes to melee range goes poorly for them more often than not.
Innate Trait Adjustments
+1 Constitution, +1 Dexterity, +1 Strength | -2 Charisma, -2 Agility
Innate Aptitude
Flame Shaping | shapes and directs flame without touching it; +2 to rolls made to bend, ignite, or control fire at range.
Innate Inaptitude
-2 to all melee combat rolls; a fight that closes to melee range goes poorly for a Red Dwarf more often than not.
Lifespan: ~400 years (Mortal)
Favored Classes
Sorcerer +5 | Wizard +7 | Fire Breather +9
Averse Classes | even with alignment prerequisite
Barbarian -5
Fighter -5
Professions | Enchanter, Gem Crafter, Alchemist. Bonus experience toward proficiency.
Talent Trees | Trader, Theologist, Hacker. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small fire-resistant companion at home near a Red Dwarf's forge and flask. Bond in half the time, -25% upkeep.
2. Mechanical, a Standard-sized constructed companion that assists with a Red Dwarf's enchanting work. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Elf (Common) (Playable in Starter Set)
Graceful forest dwellers skilled in archery and nature magic, living in harmony with their woodland environment.
An Elf's body simply isn't built for sustained physical strain, and their easy charm falters fast around Ogres, Trolls, and Gnolls - underground, in the dark and confined, that same grace deserts them entirely.
Innate Trait Adjustments
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Constitution
Innate Aptitude
+2 Vigilance (sight or sound, outdoors).
Nature Sense: passively detects health and mood of nearby flora and fauna. Disturbed nature registers immediately, no roll required.
Forest Navigation: cannot become lost in natural environments. Navigation in forests, plains, jungles auto-succeeds.
+2 Knowledge (lore, history, ancient events).
Innate Inaptitude
-1 Endurance rolls in physically demanding situations.
-1 Charisma when interacting with Ogres, Trolls, Gnolls.
-1 to all rolls in caves, mines, or underground environments.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Marksman +5 | Ranger +7 | Forest Guardian +9
Druid +5
Magic User +5
Averse Classes | even with alignment prerequisite
Fighter -5
Doom Knight -5 | must reach alignment prereq.
Barbarian -5
Professions - Apothecary, Enchanter, Witchcrafter. Bonus experience toward proficiency.
Talent Trees - Scout, Mole, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Standard humanoid companion who travels the woodland paths alongside an Elf. Bond in half the time, -25% upkeep.
2. Pet, a Small songbird suited to an Elf's forest life. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Elf (High)
Descendants of the Arch Elves, High Elves are versatile spellcasters and ranged combatants with a deep appreciation for knowledge and tradition.
High Elves carry themselves with the unhurried confidence of a people who measure time in centuries rather than years. They are said to never forget a face, a name, or a slight - recalling decades-old detail comes to them as easily as recalling yesterday.
Centuries of memory cut both ways - a High Elf rarely lets go of an old slight, and grudges that should've faded generations ago still color how they treat certain names and bloodlines.
Innate Trait Adjustments
+2 Agility, +1 Wit | -2 Strength, -2 Constitution, -1 Deceit
Innate Aptitude
Unfading Memory | never forgets a face, name, or slight; +2 to Knowledge rolls made to recall decades-old detail.
Innate Inaptitude
-2 to social rolls with names or bloodlines tied to an old grudge; a High Elf rarely lets go of a slight, however ancient.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Sorcerer +5 | Seer +7 | Mystic +9
Bard +5
Averse Classes | even with alignment prerequisite
Barbarian -5
Tyrant -5 | must reach alignment prereq.
Professions | Enchanter, Gem Crafter, Witchcrafter. Bonus experience toward proficiency.
Talent Trees | Theologist, Trader, Tactician. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Standard humanoid companion who shares a High Elf's long memory and tradition. Bond in half the time, -25% upkeep.
2. Pet, a Small companion kept for centuries of quiet company. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Elf (Sylvan)
Sylvan Elves live deeper in the wild than their Common Elf kin, rarely settling anywhere long enough to be called a town - their dwellings are little more than the trees and hollows they pass through on a given season.
A Sylvan Elf can hold a quiet conversation with the forest itself, sensing the mood of nearby plants and animals and reading subtle warnings - a storm coming, a predator near - long before anyone else notices.
A Sylvan Elf's whole life is tuned to the wild, open forest - long stretches indoors or in built-up cities leave them restless and noticeably duller in their senses than they are under open sky.
Innate Trait Adjustments
+3 Agility | -3 Strength, -1 Toughness, -1 Deceit
Innate Aptitude
Wildtouch | senses the mood of nearby plants and animals, reading subtle warnings of storms or predators before anyone else notices.
Innate Inaptitude
-2 to all rolls made indoors or in built-up cities; a Sylvan Elf grows restless and noticeably duller in their senses away from open sky.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Druid +5 | Hyborian +7 | Rager +9
Barbarian +5
Witch +5
Averse Classes | even with alignment prerequisite
Doom Knight -5 | must reach alignment prereq.
Warrior -5
Professions | Apothecary, Woodworker, Hunter. Bonus experience toward proficiency.
Talent Trees | Scout, Traveler, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Small songbird at home under the open sky a Sylvan Elf needs. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that watches over a Sylvan Elf's open forest. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Gnoll
Gnolls live and fight as a pack first, individual second - a lone Gnoll is rare, and rarer still is a happy one. Tribal hierarchy is settled through strength and is rarely questioned once decided.
A Gnoll can track prey or an enemy by scent alone across miles of broken ground, picking a single trail out from a dozen crossing ones without slowing down.
A Gnoll torn away from their pack for too long grows erratic and short-tempered - the hierarchy that keeps them stable falls apart fast without others of their kind nearby to enforce it.
Innate Trait Adjustments
+2 Strength, +1 Courage | -2 Wit, -2 Charisma, -1 Knowledge
Innate Aptitude
Trail Sense | tracks prey or an enemy by scent alone across miles of broken ground; +2 to tracking rolls, even across crossing trails.
Innate Inaptitude
-2 to all rolls made when separated from the pack for an extended time; a Gnoll grows erratic and short-tempered without others of their kind nearby.
Lifespan: ~60 years (Mortal)
Favored Classes
Tyrant +5 | Berserker +7 | Fury +9
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Hunter, Tinker, Bioengineer. Bonus experience toward proficiency.
Talent Trees | Bounty Hunter, Scout, Tactician. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Standard-sized companion that fights alongside a Gnoll in the pack. Bond in half the time, -25% upkeep.
2. Pet, a Small companion that runs alongside a Gnoll's pack on the hunt. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Helf (Half-Elf)
Adaptable hybrids inheriting Traits from both humans and elves, excelling in magic, diplomacy, and versatile pursuits.
Growing up reading two cultures at once has left Helf with a sharp read on people generally - they tend to pick up on a stranger's mood and intent within moments of meeting them, faster than most races raised within a single, familiar culture ever learn to.
Belonging fully to neither culture leaves a Helf without a true home in either - they're skilled at reading a room of strangers, but struggle to find one where they're not, on some level, still the outsider.
Innate Trait Adjustments
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Courage
Innate Aptitude
Dual Reading | reads a stranger's mood and intent within moments of meeting them; +2 to Insight rolls made on first impressions.
Innate Inaptitude
-2 to social rolls seeking full acceptance into either human or elf society; a Helf is skilled at reading a room but always remains, on some level, an outsider.
Lifespan: ~300 years (Mortal)
Favored Classes
Strategist +5 | Spellblade +7 | Shadowblade +9
Sorcerer +5
Averse Classes | even with alignment prerequisite
Barbarian -5
Tyrant -5 | must reach alignment prereq.
Professions | Enchanter, Apothecary, Body Artist. Bonus experience toward proficiency.
Talent Trees | Trader, Tactician, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Standard humanoid companion who shares a Helf's footing between two cultures. Bond in half the time, -25% upkeep.
2. Pet, a Small companion that adapts as easily as its Helf owner. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Human (Playable in Starter Set)
The most versatile of all races, humans are natural communicators, traders, and survivors. Their adaptability has allowed them to establish cultures across every corner of Essentia.
No two human settlements look quite alike, and that's the point - whatever the terrain, climate, or culture demands, humans bend to fit it faster than almost any other race, picking up new trades, gods, and customs within a generation or two.
Humans carry no innate edge in any one craft or fighting style, leaning instead on raw adaptability - and a human who goes too long without picking up something new starts to lose standing fast, restlessness being as core to them as versatility.
Innate Trait Adjustments
+1 Courage, +1 Charisma, +1 Deceit, +1 Versatility | -1 Toughness, -1 Vigilance, -1 Luck, -1 Piety
Innate Aptitude
Begin with 2 additional spoken languages. +2 to all language rolls except Demonic, Draconic, and Ancient Primordial (requires a talent or cultural background to learn).
+2 to social rolls (negotiation, persuasion, de-escalation).
Can learn the first ability in any new class tree without seeking a trainer.
Once per session, after a failed non-combat roll, may immediately attempt it again with +2 added to the result.
Innate Profession: Body Artist. Begins with Apprentice-level proficiency.
Innate Inaptitude
No race-based bonus to any single profession, talent tree, or armament type.
3+ sessions without progressing a class tree or profession: -1 to Prestige rolls until they do.
Lifespan: ~80 years (Mortal)
Favored Classes
Fighter +5 | Hero +7 | Combatant +9
Overseer +5
Marksman +5
Doom Knight +5
Warlock +5
Shaman +5
Tyrant +5
Warrior +5
Averse Classes
None recorded.
Professions - Cook, Engineer, Body Artist, Scientist. Bonus experience toward proficiency.
Talent Trees - Trader, Tactician, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Standard humanoid companion who travels and trades alongside a Human. Bond in half the time, -25% upkeep.
2. Draft, a Standard-sized working animal suited to a Human's adaptable lifestyle. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Orcus
The Orcus dwell deep beneath the heights of the Tantalizing Mountains in the Grimhold region of Nivis, Zailister's largest continent. Subterranean dwellers who long ago retreated from the sun into deep cavern kingdoms, the Orcus trace their name and lineage to old funerary rites and broken oaths, said to be the cursed inheritors of those who swore false vows over the dead. Generations underground have left their skin pale and sunken, and they carry an old, instinctive hatred of bards and everything they stand for. Humans, Elves, and Dwarves call them "Orcs" | a slanderous outsider's term with no root in Orcus history, used to lump them in with savage stock; no Orcus answers to it without taking offense.
Humans, both settlers and of Noble forces, have claimed and fortified the land east of the range and work the mountains as miners, making expeditions there extremely dangerous | miners are frequent targets of Orcus ambushes and raids. Because the humans and nobility in the area are heavily fortified, the Orcus spend most of their time deep under the range, surfacing mainly at the northernmost and highest peaks, where the cliffs are battered by the waves of the Umbra Sea. War has broken out between the Orcus and the human settlers before, and it will again, once both sides have licked their wounds and resupplied.
An Orcus moving through pitch-black tunnels reads the stone the way a sighted creature reads a room, and that same old curse leaves them with an unsettling knack for knowing the moment someone's spoken word becomes a lie | a broken oath rings as loud to an Orcus as a shout in an empty cave.
Drag an Orcus out under open sky for too long and that pale, sunken skin starts working against them fast, while the mere sound of a lute or a bard's voice raised in song is enough to set their temper instantly and dangerously short.
Innate Trait Adjustments
+2 Strength, +2 Constitution | -2 Charisma, -2 Piety
Innate Aptitude
Stonesense | navigate and sense movement through solid rock and tunnels without light; immune to underground darkness penalties.
Oathsense | instinctively senses when a sworn vow or promise has just been broken nearby; +2 to Insight rolls involving lies tied to oaths or promises.
+2 to all rolls made in enclosed, underground, or mining environments.
Innate Inaptitude
Sunlight sensitivity | -2 to all rolls during extended exposure to direct sunlight; Stonesense bonuses do not function outdoors.
Cannot resist provoked aggression toward Bards | must pass a Composure check to avoid attacking a Bard on sight.
-2 to all social rolls with parties aware of the Orcus's cursed lineage.
Lifespan: ~180 years (Mortal)
Favored Classes
Tyrant +5 | Berserker +7 | Fury +9
Doom Knight +5
Shaman +5
Warlock +5
Averse Classes | even with alignment prerequisite
Bard -5 | Serenade -7 | Songbird -9
Overseer -5 | must reach alignment prereq.
Avenger -5 | must reach alignment prereq.
Professions | Miner, Blacksmith, Stonesmith. Bonus experience toward proficiency.
Talent Trees | Crypt Raider, Traveler, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Theowarg, a Standard-sized wolf-boar hybrid draft/mount bred for war. Bond in half the time, -25% upkeep.
2. Tunnelmole, a Small burrowing pet that sniffs out ore veins and tunnel collapses before they happen. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Small Size Races
Small races are typically between 3 to 5 feet tall, characterized by their agility, stealth, and dexterity, making them excellent at sneaking and navigating tight spaces.
Base Life: 40 | Base Mana: 40 | Base Stamina: 24 | Base Endurance: 30 | Base Speed: 25 ft. | Base Carry: 50 lbs | Size Bonus: +1 Agility, +1 Defense | Size Penalty: -1 Strength, -1 Toughness
Quicker Feet: Small races move at 25 ft. base speed and can change direction at every 5 ft. square without penalty - cutting corners, reversing course mid-stride, and slipping through gaps in ways larger bodies simply can't follow. When a Small race is on the move, predicting where they're going is half the problem.
Small races have the highest Mana pool of any size tier and are the quickest on their feet thanks to Quicker Feet. Their Stamina is lower than Goliath and Standard, and their Life is the lowest - they are not built for prolonged physical punishment. Each race within this tier has its own innate trait bonuses and penalties, Innate Aptitude and Inaptitude, favored and averse class sets, companion affinities, profession bonuses, talent tree preferences, and lifespan. These stack on top of the size base above.
Brownling
Charming smallfolk born of Halfling blood and the Brownie fey race of the wilderness, Brownlings carry slightly pointed ears and an earthy, luminescent complexion that bestows their dual heritage. With deep cultural roots and a gift for artistic expression, they excel in fey and nature magic, weaving gentle enchantments with ease. Brownlings are also elusive and keen characters making for good rogue and thief roles.
Although adventurous, Brownlings are naturally reclusive and like being home, and with a touch of magic, tending a woodland or upkeeping a household comes naturally to them. Masters of craftsmanship, upkeep and stealth, little escapes their notice or their hands.
That homebound streak runs deep - a Brownling pulled too far or too long from their household or woodland grows visibly anxious, and their craftsmanship suffers the longer they're away from a proper hearth.
Innate Trait Adjustments
+2 Charisma, +1 Knowledge | -2 Strength, -2 Toughness, -1 Intuition
Innate Aptitude
Hearthcraft | gentle fey-touched skill with craftsmanship, upkeep, and stealth; +2 to rolls made tending a woodland or household.
Innate Inaptitude
-2 to all rolls made far or long from home; a Brownling pulled away from their household or woodland grows visibly anxious.
Lifespan: ~150 years (Mortal)
Favored Classes
Bard +5 | Strumalong +7 | Stroller +9
Marksman +5
Averse Classes | even with alignment prerequisite
Doom Knight -5 | must reach alignment prereq.
Tyrant -5
Professions | Witchcrafter, Woodworker, Body Artist. Bonus experience toward proficiency.
Talent Trees | Thief, Mole, Trader. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny woodland companion that keeps close to a Brownling's hearth. Bond in half the time, -25% upkeep.
2. Fellowship, a Small humanoid companion who shares a Brownling's household and craft. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Dwarf (Snow)
Snow Dwarves carved their halls into the same icy peaks as their Arctic cousins, but lean harder into raw endurance than magic or craft, content to outlast a storm rather than out-think it.
A Snow Dwarf can march or labor through blizzard conditions that would exhaust or injure other races, shrugging off cold and fatigue that should slow them down.
Snow Dwarves lean so hard on raw endurance that magic and fine craft never really took root for them - spellwork and delicate trades come slower and harder to a Snow Dwarf than to nearly any other race.
Innate Trait Adjustments
+1 Constitution, +1 Resistance (cold), +1 Toughness | -2 Charisma, -2 Agility, -1 Intuition
Innate Aptitude
Endure the Storm | marches or labors through blizzard conditions without exhaustion or injury; +2 to Endurance rolls in extreme cold.
Innate Inaptitude
-2 to all rolls involving spellwork or delicate trades; magic and fine craft come slower and harder to a Snow Dwarf than to nearly any other race.
Lifespan: ~400 years (Mortal)
Favored Classes
Barbarian +5 | Mountaineer +7 | Amazon +9
Witch +5
Averse Classes | even with alignment prerequisite
Sorcerer -5
Magic User -5
Professions | Hunter, Stonesmith, Blacksmith. Bonus experience toward proficiency.
Talent Trees | Olympiad, Scout, Bounty Hunter. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Draft, a Small working animal that hauls supplies through blizzard conditions. Bond in half the time, -25% upkeep.
2. Guardian, a Small companion that helps a Snow Dwarf outlast a storm. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Gnome
Gnomes treat every locked door, broken machine, or half-finished contraption as a personal challenge, rarely able to walk past one without stopping to tinker. Their small, wrinkled faces carry an almost mole-like look - a soft, blunted snout and squinted, light-sensitive eyes suited to long hours spent tinkering underground.
A Gnome can take apart and reassemble most mechanical devices on sight, often improving on the original design without meaning to - though just as often leaving it rigged with an unplanned side effect.
A Gnome can't walk past a broken lock or stalled contraption without stopping to fix it, no matter the timing, and their hands were never built to swing anything heavier than a wrench - subtlety in conversation fares about as well, since they tend to interrupt to explain how something works.
Innate Trait Adjustments
+3 Wit, +1 Deceit | -5 Strength
Innate Aptitude
Speak with burrowing Flora (such as fungi) and Fauna (such as small burrowing animals). Passive - no roll required for basic communication; complex exchanges may require a Wit check at GM discretion.
Flora and Fauna Handling: naturally adept at caring for, calming, and handling plants and animals. No roll required for non-hostile creatures in calm conditions; reduces handling difficulty for agitated or exotic creatures.
Artist: gifted in all articulate arts - intricate craftsmanship, music, and illusionary expression. +2 to rolls involving fine art, performance, and illusion-based magic or trickery.
Engineering Prowess: +1 to all mechanical interactions - devices, traps, constructs, locks, and engineered systems.
Innate Inaptitude
Compulsive tinkering - cannot leave a broken device, lock, or mechanism alone without attempting to fix it, even mid-mission.
-2 to all Strength-based rolls; cannot wield Standard or larger 2h weapons.
-2 to social rolls requiring patience or subtlety - Gnomes tend to interrupt to explain how something works.
Lifespan: ~400 years (Mortal)
Favored Classes
Bard +5 | Strumalong +7 | Plucker +9
Magic User +5
Averse Classes | even with alignment prerequisite
Barbarian -5
Tyrant -5
Professions | Tinker, Engineer, Gem Crafter. Bonus experience toward proficiency.
Talent Trees | Hacker, Trader, Mole. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Mechanical, a Small constructed companion a Gnome tinkers with constantly. Bond in half the time, -25% upkeep.
2. Pet, a Tiny burrowing companion drawn to a Gnome's mole-like senses. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Goblorc
Goblorcs combine a goblin's quick mind with an orc's brute frame, building war camps that run on cleverness as much as muscle - the smartest goblorc in a camp usually outranks the strongest.
A Goblorc can read a battlefield or a building's layout in moments, instinctively spotting where a trap, ambush, or shortcut would work best, often before they've even finished walking it.
A Goblorc's cleverness rarely earns trust from either side of their bloodline - orcs see them as too small and sly to lead from the front, while goblins see them as too brutish to out-think a real plan, leaving most Goblorcs without a clear place in either society's hierarchy.
Innate Trait Adjustments
+2 Deceit, +1 Knowledge | -2 Courage, -2 Charisma
Innate Aptitude
Tactical Eye | reads a battlefield or building's layout in moments, spotting where a trap, ambush, or shortcut would work best; +2 to Tactician-style planning rolls.
Innate Inaptitude
-2 to social rolls with both Goblins and Orcs; a Goblorc's cleverness rarely earns trust from either side of their bloodline.
Lifespan: ~80 years (Mortal)
Favored Classes
Strategist +5 | Rogue +7 | Assassin +9
Witch +5
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Tinker, Data Broker, Tech Salvager. Bonus experience toward proficiency.
Talent Trees | Tactician, Bounty Hunter, Mole. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Small companion that fights alongside a Goblorc in the war camp. Bond in half the time, -25% upkeep.
2. Pet, a Tiny companion that helps a Goblorc scout a layout before a raid. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Halfling (Playable in Starter Set)
Halflings build their lives around comfort, community, and staying just out of the way of bigger trouble - their hidden burrows and villages are easy to walk past without ever noticing they're there.
Halflings seem to have an uncanny knack for things simply working out in their favor - a missed step, a lucky find, a fight avoided by seconds - more often than chance alone would explain.
A Halfling's small frame keeps anything built for bigger hands out of reach, and the same size means they carry less before it starts to weigh them down - trying to command respect from someone twice their height rarely lands the way they'd hoped.
Innate Trait Adjustments
+2 Luck, +1 Agility | -2 Strength, -2 Toughness, -1 Intuition
Innate Aptitude
Reroll one failed non-combat roll per session. Result stands. Additional rerolls via Luck trait.
+2 Stealth (outdoors, rural). Leaves minimal tracks passively.
Locate food and water in the wild. No roll in abundant areas; reduced Vigilance check in harsh terrain.
+2 Courage (fear, intimidation, panic).
Innate Profession: Tinker. Begins with Apprentice-level proficiency.
Innate Inaptitude
Cannot use 2h weapons designed for Standard or larger races without specific class abilities.
Carry limit at half standard weight before encumbrance.
-1 Intuition when projecting authority to Standard or larger races who don't know them.
Lifespan: ~130 years (Mortal)
Favored Classes
Strategist +5 | Rogue +7 | Shroud +9
Bard +5
Averse Classes | even with alignment prerequisite
Fighter -5
Doom Knight -5 | must reach alignment prereq.
Barbarian -5
Professions - Cook, Apothecary, Witchcrafter, Tinker. Bonus experience toward proficiency.
Talent Trees - Mole, Thief, Scout. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny companion that finds food and shelter alongside a Halfling. Bond in half the time, -25% upkeep.
2. Fellowship, a Small humanoid companion who shares a Halfling's burrow and community. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Hobbling
Hobblings carry a hobgoblin's discipline and a halfling's nerve, training from a young age to fight in tight coordination rather than relying on size or strength alone.
A Hobbling moves and strikes with an economy other races spend years drilling for - slipping past a guard's reach and landing a hit in the same motion, then vanishing back out of range before retaliation comes.
Hobblings train constantly for coordinated combat and little else - left without allies to fight alongside, or facing a problem that isn't solved by a fight, a Hobbling is often at a genuine loss.
Innate Trait Adjustments
+2 Agility, +1 Dexterity | -2 Strength, -2 Charisma, -1 Intuition
Innate Aptitude
Drilled Coordination | strikes and withdraws in a single fluid motion alongside allies; +2 to combat rolls made while fighting in coordination with at least one ally.
Innate Inaptitude
-2 to all rolls made when fighting alone or facing a problem that isn't solved by combat.
Lifespan: ~80 years (Mortal)
Favored Classes
Fighter +5 | Brawler +7 | Unarmed +9
Averse Classes | even with alignment prerequisite
Magic User -5
Sorcerer -5
Professions | Tinker, Hunter, Body Artist. Bonus experience toward proficiency.
Talent Trees | Tactician, Bounty Hunter, Olympiad. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Small humanoid companion who fights in coordination alongside a Hobbling. Bond in half the time, -25% upkeep.
2. Pet, a Tiny companion that keeps a Hobbling steady between fights. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Miceling
Micelings are natural contortionists, twisting and folding themselves through gaps and crawlspaces no bigger than a fist - spaces built to keep every other race out.
Micelings have sharp senses both above and below ground, rarely losing their way - they have an uncanny knack for finding the way out of a maze, ruin, or collapsed tunnel, and even seem to puzzle out riddles and traps faster than expected (ask your GM for a hint). They have Dark Vision and speak both Common and Burrowing Animal, their native tongue.
Built to fold through gaps no bigger than a fist, Micelings are fragile in the open - a solid hit lands harder on them than it would most other races, and there's nowhere to wedge themselves out of the way in a straight fight.
Innate Trait Adjustments
+3 Willpower, +2 Dexterity, +1 Wit
Innate Aptitude
Fistgap Squeeze | folds and twists through gaps and crawlspaces no bigger than a fist; +2 to escape and infiltration rolls in tight spaces.
Tunnelwise | rarely loses their way below or above ground; +2 to rolls made finding a path out of a maze, ruin, or collapsed tunnel, and to solving riddles and traps.
Innate Inaptitude
-2 to Toughness-based rolls absorbing a solid hit; a Miceling's small frame takes harder damage than most other races from the same blow.
-2 to all rolls made in a straight, open fight with nowhere to wedge out of the way.
Lifespan: ~60 years (Mortal)
Favored Classes
Strategist +5 | Rogue +7 | Shroud +9
Magic User +5
Marksman +5
Averse Classes | even with alignment prerequisite
Barbarian -5
Fighter -5
Professions | Tinker, Data Broker, Tech Salvager. Bonus experience toward proficiency.
Talent Trees | Mole, Thief, Scout. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny burrowing companion that fits the same fist-sized gaps a Miceling does. Bond in half the time, -25% upkeep.
2. Fellowship, a Small humanoid companion who navigates tunnels and ruins alongside a Miceling. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Neanderthal (Glaciera)
Neanderthals are built for endurance over speed - heavy-boned, broad-shouldered, and built to take a hit rather than dodge one. Generations surviving Glaciera's brutal mountain cold left them practical and plainspoken, more interested in what works than what's clever.
Cold that would drop another race in their tracks barely slows a Neanderthal down, and that same hardiness holds against nearly anything else thrown at them - fire, frost, acid, lightning barely faze a Neanderthal where they'd stagger someone else outright.
All that raw endurance comes at the cost of finesse - Neanderthals are slow to pick up anything that calls for precision or subtlety, and a delicate task takes them noticeably longer than it would almost any other race.
Innate Trait Adjustments
+2 Strength, +2 Toughness, +1 Constitution | -2 Agility, -1 Charisma, -1 Wit
Innate Aptitude
Cold-Forged | cold that would drop another race in their tracks barely slows a Neanderthal down; +2 to resist fire, frost, acid, and lightning hazards that would stagger most other races outright.
Innate Inaptitude
-2 to all rolls requiring precision or subtlety; a delicate task takes a Neanderthal noticeably longer than it would almost any other race.
Lifespan: ~60 years (Mortal)
Favored Classes
Barbarian +5 | Mountaineer +7 | Predator +9
Warrior +5
Averse Classes | even with alignment prerequisite
Magic User -5
Witch -5 | must reach alignment prereq.
Professions - Hunter, Stonesmith. Bonus experience toward proficiency.
Talent Trees - Scout, Olympiad. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Guardian, a Small companion that fights alongside a Neanderthal in Glaciera's cold. Bond in half the time, -25% upkeep.
2. Draft, a Small working animal bred to endure the same mountain cold. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Pinkling
Pinklings are unmistakable for their pink-hued skin and an even harder to mistake reputation - wherever something has gone missing or someone's been fooled, a Pinkling is usually involved, and rarely caught.
A Pinkling can talk their way past nearly anyone once, spinning a lie convincing enough that even a suspicious mark tends to believe it the first time around.
A Pinkling's reputation eventually catches up with them - word travels, and once a town's heard enough stories, even their best lie struggles to land with anyone who's heard the name before.
Innate Trait Adjustments
+2 Deceit, +1 Agility | -1 Strength, -4 Toughness, -3 Piety
Innate Aptitude
First Mark | talks their way past nearly anyone the first time; +2 to Deceit rolls made spinning a lie on a mark with no prior reputation against them.
Innate Inaptitude
-2 to social rolls in any town or with any mark who has already heard a Pinkling's name; their reputation for trickery follows and undercuts even their best lie.
Lifespan: ~120 years (Mortal)
Favored Classes
Warlock +5 | Grimlock +7 | Changeling +9
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Data Broker, Tinker, Body Artist. Bonus experience toward proficiency.
Talent Trees | Thief, Mole, Trader. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny companion that slips through town unnoticed alongside a Pinkling. Bond in half the time, -25% upkeep.
2. Fellowship, a Small humanoid companion who helps a Pinkling work a con. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Ratkin
Ratkin are good back-stabbers, both literally and figuratively - sneaking past a guard or sneaking into someone's confidence come just as naturally to them, and either one usually ends the same way for whoever let them get close.
Ratkin see clearly in total darkness and move with practiced ease through sewers, tunnels, and crypts, their senses sharpening underground - making them some of the best dungeon crawlers around. They have Dark Vision and speak both Common and Rodent, their native tongue.
Ratkin earn deep distrust everywhere they go before they've said a word - their reputation for treachery follows them into every new town, and it takes real effort to convince anyone otherwise.
Innate Trait Adjustments
+2 Agility, +2 Dexterity, +1 Wit | -3 Willpower, -3 Charisma
Innate Aptitude
Dark Vision | sees clearly in total darkness; moves with practiced ease through sewers, tunnels, and crypts. +2 to Stealth rolls made underground.
+2 to Deceit rolls made sneaking into someone's confidence.
Innate Inaptitude
-2 to all social rolls on first meeting; a Ratkin's reputation for treachery follows them into every new town before they've said a word.
Lifespan: ~50 years (Mortal)
Favored Classes
Witch +5 | BrewMaster +7 | Shrew +9
Marksman +5
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Tinker, Data Broker, Tech Salvager. Bonus experience toward proficiency.
Talent Trees | Mole, Thief, Scout. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny rodent companion at home in sewers and tunnels alongside Ratkin. Bond in half the time, -25% upkeep.
2. Guardian, a Small companion that watches a Ratkin's back in the dungeon dark. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Wood Elf
Wood Elves keep to the deep canopy and undergrowth, smaller and quieter than their Common Elf kin, content to let a forest hide them rather than relying on open confrontation.
A Wood Elf moves through dense brush and forest canopy without snagging a branch or breaking a twig, vanishing into foliage that would slow or expose anyone else.
A Wood Elf's whole skillset assumes cover and canopy - caught in open ground or built-up city streets with nowhere to disappear into, they're noticeably less sure-footed and far easier to spot than they're used to.
Innate Trait Adjustments
+2 Agility, +1 Wit | -2 Strength, -2 Toughness, -1 Constitution
Innate Aptitude
Canopy Step | moves through dense brush and forest canopy without snagging a branch or breaking a twig; +2 to Stealth rolls made in foliage and undergrowth.
Innate Inaptitude
-2 to all rolls made in open ground or built-up city streets; a Wood Elf's whole skillset assumes cover and canopy that isn't there.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Marksman +5 | Ranger +7 | Wood Warden +9
Averse Classes | even with alignment prerequisite
Fighter -5
Barbarian -5
Professions | Hunter, Woodworker, Apothecary. Bonus experience toward proficiency.
Talent Trees | Scout, Traveler, Mole. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny songbird that nests in the deep canopy alongside a Wood Elf. Bond in half the time, -25% upkeep.
2. Fellowship, a Small humanoid companion who moves through the undergrowth alongside a Wood Elf. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Yawnie
Yawnies move and speak slowly by nature, but mistake that for weakness at your own risk - their patience runs deep, and little seems to rattle or hurry them once they've settled into stillness.
A Yawnie can hold absolute stillness for hours at a stretch, becoming nearly impossible to spot by sight or motion alike as long as they don't choose to move.
A Yawnie simply doesn't have another gear to shift into - no spell, talent, or emergency ever makes them move faster than a walk, and anything that demands a snap decision under pressure tends to catch them flat-footed.
Innate Trait Adjustments
+2 Focus | -2 Agility, -2 Strength, -1 Knowledge
Innate Aptitude
Crawl speed: 5 ft. (flat, ignores standard 1/4x penalty).
Climb speed: 5 ft. (flat, ignores standard 1/2x penalty).
Swing: +10 ft. bonus on top of standard swing speed.
Innate Inaptitude
Cannot Sprint, Run/Dash, or otherwise exceed normal Walk speed under any circumstance - no ability, talent, or magic overrides this cap.
-2 to all rolls requiring urgency or quick reaction under time pressure.
Lifespan: 300+ years (Mortal, slow metabolism)
Favored Classes
Druid +5 | Dreamcryer +7 | Lorekeeper +9
Marksman +5
Averse Classes | even with alignment prerequisite
Strategist -5
Warrior -5
Professions | Apothecary, Witchcrafter, Tinker. Bonus experience toward proficiency.
Talent Trees | Theologist, Mole, Trader. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Tiny companion as unhurried and patient as a Yawnie. Bond in half the time, -25% upkeep.
2. Draft, a Small working animal that matches a Yawnie's slow, steady pace. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Playable Races from Afar
These races did not originate on Zailister - their home worlds are Tredici and Omnè. Size base stats still apply per their listed size tier above; only their homeworld differs.
Drevane (Omnè - Small Size)
The original inhabitants of planet Omnè - older than any recorded history on the planet and deeply tied to its ecosystem. When Tawdry Dwarf began its long death and the atmosphere of Omnè shifted into something hostile, the Drevane did not build around it. They adapted to it. Over generations their bodies absorbed the pressure, hardened against the toxins, and evolved to thrive in conditions that drove the Omnè settlers into suits. They are watchers and keepers - they remember what Omnè was before Tawdry started dying and they do not share that knowledge freely. They do not oppose the Omnè's construction projects, but they do not help either.
A Drevane doesn't need to roll to catch a shift in pressure or a whiff of corrupted air - they simply notice, no test required, where anyone else might roll and miss it entirely.
A Drevane's hands were never made for circuitry or machinery, and what they know of Omnè's past, they keep close - walk one into a city of steel and glass and watch them grow visibly uneasy, trusting the feel of open ground over anything built.
Innate Trait Adjustments
+2 Constitution, +2 Toughness, +1 Intuition | -2 Charisma, -1 Agility, -1 Knowledge
Innate Aptitude
Immune to gas, toxin, and atmospheric hazards native to Omnè.
Thick, hardened skin grants +2 natural AS before armor is applied.
+2 to all survival and endurance rolls.
Passive environmental awareness - can detect atmospheric changes, pressure shifts, and incoming hazards before others register them.
Innate Inaptitude
No affinity for technology or engineered solutions. -2 to all technology and crafting rolls.
Do not share knowledge freely - -2 to social rolls involving information exchange with outsiders.
Deeply distrustful of artificial structures - -2 in heavily urban or industrial environments.
Lifespan: ~900 years (Mortal)
Favored Classes
Shaman +5 | Primordial +7 | Whisperer +9
Barbarian +5
Druid +5
Averse Classes | even with alignment prerequisite
Tyrant -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Magic User -5
Professions - Hunter, Stonesmith, Bioengineer. Bonus experience toward proficiency.
Talent Trees - Traveler, Scout, Olympiad. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Draft, a Standard-sized working animal hardened against Omnè's hostile atmosphere alongside a Drevane. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that helps a Drevane keep watch over Omnè's old ecosystem. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Imperials (Tredici - Standard Size)
Imperials come in three base colors, Imperials are light grey, Crimson Imperials are blood red, and Dark Imperials are onyx. All three share the same random gene pool for hair and eye color, ranging across the full spectrum. During the day, Imperials blend into their surroundings, and during the night, Dark Imperials do the same. Their native planet is Tredici, where they are the dominant race. Imperials are chaotic neutral by default, though their alignment is shaped by their culture and where on Tredici they're from.
Imperials can shift the intensity of their natural coloring at will, fading into shadow or blending into a crowd until someone's looking right at them - most outsiders write it off as a trick of the light.
That same shifting unpredictability that lets Imperials blend in works against them just as often - few outsiders fully trust someone whose loyalties and appearance are both known to change at will.
Innate Trait Adjustments
+2 Charisma, +1 Wit | -2 Constitution, -2 Toughness, -1 Courage
Innate Aptitude
Chromatic Shift | shifts the intensity of natural coloring at will, fading into shadow or blending into a crowd; +2 to Stealth and Deceit rolls made to avoid notice.
Innate Inaptitude
-2 to social rolls building lasting trust; the same shifting unpredictability that lets an Imperial blend in leaves outsiders unsure their loyalties and appearance won't change too.
Lifespan: Immortal - must retire at player-chosen age milestone
Favored Classes
Magic User +5 | Illusionist +7 | Metamorphiser +9
Averse Classes | even with alignment prerequisite
Avenger -5 | must reach alignment prereq.
Overseer -5 | must reach alignment prereq.
Professions | Body Artist, Data Broker, Enchanter. Bonus experience toward proficiency.
Talent Trees | Trader, Mole, Theologist. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Fellowship, a Standard humanoid companion who blends into a crowd alongside an Imperial. Bond in half the time, -25% upkeep.
2. Pet, a Standard-sized companion that shifts its coloring to match an Imperial's surroundings. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Leshy (Tredici - Goliath Size)
Massive, emerald-eyed beings from the frontiers of Tredici, with bark-textured hide and vine-entwined hair-crests. They govern themselves under a strict tribal code of wilderness supremacy - the land is sacred, and those who cannot survive it have no authority over it.
Leshy measure status by survival, not lineage or wealth - a Leshy who has weathered the harshest seasons of Tredici commands more respect in their tribe than one born into any title.
A Leshy steps off Tredici without a currency anyone else recognizes, and the same directness that commands respect in the wild reads as outright hostility in a city - no Leshy holds rank or title once they've left their tribe's land behind.
Innate Trait Adjustments
+2 Toughness, +2 Vigilance, +1 Constitution, +1 Piety | -2 Charisma, -2 Deceit, -2 Knowledge
Innate Aptitude
Bark hide grants +3 natural AS before armor is applied.
+2 to all wilderness survival, tracking, and foraging rolls.
Immune to natural poisons and toxins native to Tredici.
Vine-crests allow passive communication with plant life - detect growth patterns, recent disturbance, or hidden paths.
Innate Inaptitude
Laser-credit systems only - Leshy do not recognize or use universal coin currency. Transactions off Tredici require an intermediary.
-3 to all social rolls in urban or heavily structured environments - their tribal directness reads as aggression.
Cannot hold civic, political, or legal titles outside of Tredici.
Lifespan: ~800 years (Mortal)
Favored Classes
Druid +5 | Hyborian +7 | Metamorpher +9
Shaman +5
Barbarian +5
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Bard -5
Strategist -5
Professions - Hunter, Stonesmith, Bioengineer. Bonus experience toward proficiency.
Talent Trees - Olympiad, Scout, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Pet, a Standard-sized companion drawn from Tredici's wilderness alongside a Leshy. Bond in half the time, -25% upkeep.
2. Guardian, a Goliath-sized companion that helps a Leshy hold their tribe's land. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Omnè (Omnè - Small Size)
The oldest known human development in Essentia - an ancient sub-human civilization that settled on planet Omnè long before recorded history. So far from Adoria that magic never took root, they built their survival entirely through technology. As the dying star Tawdry Dwarf deteriorates, the conditions it once sustained across planets 8 through 13 have collapsed into hostile atmospheres and environmental decay. On Omnè, this forced the population into sealed pressure suits outside pressurized habitats, and accelerated a desperate technological arms race - including the construction of a synthetic planet and surrounding protection barrier designed to shield Omnè from Tawdry's fall and filter the encroaching gases. It is this slow extinction that drove the Omnè into the invasion of Zailister. See Tawdry Dwarf & Beyond for more.
Omnè troubleshooting starts and ends with hard data - faced with a sealed door or a failing system, they'll run a diagnostic before they'd ever think to pray.
Magic simply never took root in an Omnè - not a spark of it, suit or no suit - and step outside a pressurized habitat without that suit sealed and their body starts failing fast; put them anywhere wild and unbuilt and they're badly out of their depth.
Innate Trait Adjustments
+2 Knowledge, +1 Wit | -2 Piety, -1 Strength, -2 Intuition
Innate Aptitude
+3 to all technology, engineering, and crafting rolls.
Pressure suit grants passive resistance to environmental hazards (gas, toxin, extreme temperature).
+2 to Knowledge-based skill checks.
Innate Inaptitude
Cannot cast magic - no affinity whatsoever. Magic items can still be used.
Pressure suit must be equipped in all non-pressurized environments or Constitution drops by 2 per turn.
-3 to all nature, wilderness, and foraging rolls.
Lifespan: Varies (Mortal or Immortal depending on subtype)
Favored Classes
Tyrant +5 | Demolisher +7 | Rampager +9
Marksman +5
Magic User +5
Warrior +5
Witch +5
Averse Classes | even with alignment prerequisite
Druid -5
Shaman -5
Witch -5 | must reach alignment prereq.
Professions - Cyberneticist, Nanotechnician, Engineer. Bonus experience toward proficiency.
Talent Trees - Hacker, Tactician, Trader. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Mechanical, a Standard-sized constructed companion built by Omnè engineering. Bond in half the time, -25% upkeep.
2. Fellowship, a Standard humanoid companion who shares a sealed habitat alongside an Omnè. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
Skrath (Tredici - Standard Size)
Wiry, fast-moving reptilian humanoids native to the frontiers of Tredici, sharing the planet with the Leshy but operating nothing like them. Where the Leshy govern through structure and reverence for the land, the Skrath run in loose packs with no formal hierarchy - leadership is earned in the moment and changes fast. Their defining trait is rapid cellular regeneration - wounds that would sideline most races close on a Skrath within minutes. They live short, violent lives and seem fine with it. The Leshy consider them reckless. The Skrath consider the Leshy insufferably slow.
A Skrath's wounds rarely slow them down for more than a few minutes, and the pack rarely waits around for the slow ones to catch up.
Outside Tredici, a Skrath's lack of formal rank or title leaves most strangers unsure how to treat them - and a Skrath who tries to claim authority somewhere structured rarely finds anyone willing to recognize it.
Innate Trait Adjustments
+2 Agility, +2 Constitution, +1 Toughness | -2 Knowledge, -2 Charisma, -2 Piety
Innate Aptitude
Rapid regeneration - recover 2 Vitality per round in and out of combat.
Natural weapons (claws, bite) deal +2 unarmed damage.
+2 to all tracking, ambush, and close-quarters combat rolls.
Pack instinct - +1 to all rolls when at least two allies are within melee range.
Innate Inaptitude
Cannot hold titles, ranks, or civic roles - no structured authority is recognized.
-3 to all social rolls outside of Tredici.
Cannot use heavy armor - too restrictive for their movement style.
No affinity for magic study or formal learning.
Lifespan: ~40 years (Mortal)
Favored Classes
Barbarian +5 | Cimmerian +7 | Berserker +9
Shaman +5
Marksman +5
Averse Classes | even with alignment prerequisite
Overseer -5 | must reach alignment prereq.
Strategist -5
Bard -5
Professions - Hunter, Bioengineer, Mole. Bonus experience toward proficiency.
Talent Trees - Scout, Olympiad, Traveler. +1 to talent rolls.
See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Favored Companions
1. Stormstrider, a Goliath-sized giant feathered plains runner, storm-sensing and built for Tredici's frontiers. Bond in half the time, -25% upkeep.
2. Guardian, a Standard-sized companion that runs with a Skrath's pack. Bond in half the time, -25% upkeep.
Refer to Specific Companion Cards for default Races they dislike.
