Races
Seven starting races. Each has a gift, a flaw, two Native types, and Strained types. Humans are resourceful engineers, not a blank slate.
- Human — People of the Axle Vale. They solve the table with tools and another way around, not speeches or spells.
Gift Resourceful. Flaw Mundane. Native wright, pathfinder. Strained arcanist, envoy.
- Elf — Twilight Veil folk. Their Pathfinder is sight and silence. Magic is precision lore, not raw blast.
Gift Twilight Sense. Flaw Slight. Native pathfinder, arcanist. Strained vanguard, aegis, wright.
- Dwarf — Highmount clan steel and care. They are the party wall and medic. Field scrap engineering belongs to Humans.
Gift Stone-forged. Flaw Deliberate. Native aegis, mender. Strained pathfinder, arcanist, envoy.
- Halfling — Green Bins neighbors. Warm Envoys and lucky scouts. Not born casters or walls.
Gift Lucky Step. Flaw Slight Frame. Native pathfinder, envoy. Strained vanguard, aegis, arcanist.
- Dragonborn — Ashcrown firelands. Their Arcanist is elemental force. Heat is kinder to them than snow.
Gift Draconic Surge. Flaw Presence of Scale. Native vanguard, arcanist. Strained pathfinder, mender, wright.
- Tiefling — Ember Quay ports. They win rooms with presence, then pay in suspicion.
Gift Ember Gift. Flaw Ill Omen. Native arcanist, envoy. Strained aegis, mender, wright.
- Half-orc — Blooded March border people. Their Aegis is soak and get-up, not fortress steel.
Gift Relentless. Flaw Blood-first. Native vanguard, aegis. Strained arcanist, envoy, mender, wright.