Races

Seven starting races. Each has a gift, a flaw, two Native types, and Strained types. Humans are resourceful engineers, not a blank slate.

  • HumanPeople 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.

  • ElfTwilight 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.

  • DwarfHighmount 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.

  • HalflingGreen 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.

  • DragonbornAshcrown 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.

  • TieflingEmber 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-orcBlooded 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.