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.