Ancestry
Your ancestry is where you come from—and what you can do that others can’t.
Choose one of the four core ancestries for your character.
- Everyone speaks Common plus their ancestry’s tongue (Humans just speak Common).
- Bonus languages: If your INT is positive, you gain that many extra languages.
- Each ancestry has 2–3 traits. These can vary for sub-ancestries.
Dwarf
Size: Medium · Languages: Common, Dwarvish Age: Adult ~40 · Lifespan ~250–400
- Stone Sense: You detect unusual stonework. If you pass within 5 ft of slopes, seams, traps, or recent masonry, the Referee may roll a secret INT check for you. When you actively search stonework, roll with Edge.
- Darkvision (30 ft).
- Resist Spells: Edge on saves vs spells and spell-like effects.
Restriction: Dwarves’ innate magic resistance means you can’t take Magic-User levels unless the Referee permits an exception.
Elf
Size: Medium · Languages: Common, Elvish Age: Adult ~100 · Lifespan ~400–1000+
- Ghoul Immunity: You’re immune to ghoul paralysis.
- Keen Senses: Edge on sight and hearing checks. Edge to avoid being Surprised at Near range if you’re alert.
- Secret Door Sense: If you pass within 5 ft of a hidden door, the Referee may roll a secret WIS check for you. When you actively search, roll with Edge.
Halfling
Size: Small · Languages: Common, Halfling Age: Adult ~20 · Lifespan ~100–150
- Fearless: Edge on saves vs fear and morale-breaking effects.
- Small & Quiet: Edge to Hide in wilderness. Creatures larger than you have Setback to detect you beyond Close if you stay still.
- Sling Training: Edge on attacks with slings (and thrown stones, if you like).
Restriction: You can’t wield Large or Heavy weapons (polearms, greatswords, etc.).
Human
Size: Medium · Languages: Common Age: Adult ~15–18 · Lifespan ~70–90
- Versatile: +1 to any one ability.
- Broad Training: Choose one General Feat you qualify for.