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BASIC FANTASY
CLERIC
* Abilities: Healing, protection, divine magic, divinations, fighting undead, resisting evil, religious knowledge, inspiring allies, and supporting groups.
* Gear: Mace or warhammer, shield, chain armor, holy symbol, prayer book, healing kit, holy water, incense, candles, and vestments.
* Role-Playing Tips: Promote how the faith rewards the faithful. Allow no heretic or infernal threat to survive. Protect, aid, and rescue innocents from peril.
FIGHTER
* Abilities: Combat, weapons, armor, endurance, strength, tactics, leadership, protecting allies, and surviving danger.
* Gear: Sword, spear, bow, shield, heavy armor, helmet, dagger, rope, whetstone, and military supplies.
* Role-Playing Tips: Pursue combat for glory’s sake, as battle tests self-worth. Never flinch before hardships, as pain is only weakness leaving the body. Face death before dishonor, treating your word with care, and keeping all promises.
MAGIC-USER
* Abilities: Spellcasting, arcane knowledge, magical research, identifying enchantments, history, supernatural knowledge, and sage lore.
* Gear: Spellbook, wand or staff, dagger, component pouch, scroll case, ink and quills, candles, chalk, reference books, and arcane curiosities.
* Role-Playing Tips: Conceal arcane secrets from those who hinder knowledge or corrupt magical practices. Keep the ignorant safe and unaware of magic’s physical, mental, and spiritual dangers. Pursue and promote the discovery of new and old arcane lore.
Magic-User Specializations…
* Abjurer: Protective magic, magical wards, banishing summoned creatures, breaking curses, dispelling magic, resisting spells, sealing portals, and defending allies.
* Enchanter: Charms, compulsions, influencing emotions, controlling behavior, inspiring loyalty, creating confusion, resisting mental magic, and negotiating with supernatural beings.
* Conjurer: Summoning creatures, creating objects, teleportation, opening portals, binding supernatural beings, calling elemental forces, banishing summoned creatures, and transporting allies.
* Necromancer: Death magic, creating and controlling undead, speaking with spirits, draining life, curses, preserving corpses, resisting death effects, and knowledge of funerary lore.
* Diviner: Divination, detecting magic, seeing distant places, reading omens, predicting danger, uncovering secrets, finding hidden objects, and interpreting dreams and prophecies.
* Evoker: Destructive magic, elemental attacks, magical force, creating light and darkness, controlling energy, affecting multiple targets, breaking obstacles, and protecting allies from their own spells.
* Illusionist: Illusions, invisibility, disguises, concealment, creating false sounds and images, inducing fear, confusing enemies, and controlling what others perceive.
* Transmuter: Transforming creatures and objects, altering size and shape, enhancing physical abilities, weakening materials, controlling movement, changing substances, shapeshifting, and creating temporary magical adaptations.
THIEF/ROGUE
* Abilities: Picking locks, finding traps, stealth, climbing, sneaking, scouting, stealing, disguises, deception, and surprise attacks.
* Gear: Daggers, short sword, shortbow, leather armor, lockpicks, climbing rope, grappling hook, disguise kit, dark clothing, and concealed pouches.
* Role-Playing Tips: Remember your only true family members are fellow thieves. Take what you can but never claim property you cannot hide. Keep the whereabouts of accomplices secret.
ELF
* Abilities: Swordplay, archery, spellcasting, keen senses, wilderness travel, ancient lore, and resisting charm, sleep, and enchantment magic.
* Gear: Longsword, longbow, arrows, light armor, spellbook or wand, travel cloak, herbal supplies, rope, ancient map, and elven keepsake.
* Role-Playing Tips: Remember that beauty, magic, and memory outlast mortal kingdoms. Remember shorter-lived folk are impatient and trust slowly: dwarves with stone, halflings with hospitality, and humans only after they have proven they can keep a promise.
DWARF
* Abilities: Fighting, heavy armor, endurance, underground exploration, detecting stonework, finding traps, craftsmanship, and resisting magic.
* Gear: Battleaxe or warhammer, shield, heavy armor, helmet, mining pick, lantern, rope, hammer and spikes, smithing tools, and clan token.
* Role-Playing Tips: Remember that greed and glory lead to honor; moderation and mediocrity lead to shame. Put family before clan; clan before gold; gold before beer; and beer before all else. Kill giants before orcs; orcs before goblins; and goblins before men.
HALFLING
* Abilities: Stealth, missile weapons, hiding, dodging, scouting, wilderness survival, courage, and resisting magic.
* Gear: Sling or shortbow, stones or arrows, short sword, dagger, light armor, hooded cloak, cooking kit, rope, bedroll, and several hidden pockets.
* Role-Playing Tips: Value home, family, full cupboards, and a peaceful pipe above crowns or conquest. Share food freely, keep useful secrets quietly, and always know the quickest road home.
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ADVANCED FANTASY
ARTIFICER
* Abilities: Magical inventions, enchanted equipment, crafting, alchemy, repairing constructs, identifying magic, and creating tactical devices.
* Gear: Tool kit, hammer, goggles, leather apron, alchemical supplies, spare gears, wire, enchanted components, repair kit, and prototype device.
* Role-Playing Tips: Improve everything you touch, especially what already works. Prepare the right tool, test every invention, and never waste useful parts.
ASSASSIN
* Abilities: Stealth, disguise, poison crafting and use, infiltration, ambushes, deception, spying, and killing vulnerable targets.
* Gear: Daggers, short sword, hand crossbow, dark clothing, disguise kit, poisoner’s tools, climbing rope, lockpicks, and concealed coin.
* Role-Playing Tips: Enforce that once a murder contract is made, either you or your target must die. Leave innocents unharmed unless they chose to interfere with a contract. Never identify other assassins or those who have hired any assassin’s services.
BARBARIAN
* Abilities: Rage, brutal combat, endurance, intimidation, wilderness survival, climbing, tracking, and resisting physical harm.
* Gear: Greataxe, handaxes, hide armor, fur cloak, hunting knife, rope, bedroll, waterskin, and trophies taken from defeated enemies.
* Role-Playing Tips: Show how your worth comes from your strength in arms, your cunning, your people’s blood, and the aid of your primal gods. Put family above tribe, tribe above all others. Remember that wounds heal but shame is eternal: An insult to honor is far worse than injury to flesh or bone.
BARD
* Abilities: Inspiring allies, music, storytelling, charm, knowledge, inspiration, deception, diplomacy, song magic, and knowing a little about almost everything.
* Gear: Musical instrument, rapier, dagger, leather armor, fine clothing, disguise kit, journal, ink, and letters of introduction.
* Role-Playing Tips: Collect stories, secrets, and admirers wherever you go. Praise generously, insult cleverly, and never let truth spoil a better tale.
CAVALIER/KNIGHT
* Abilities: Mounted combat, armor, lances, leadership, bravery, noble etiquette, and protecting companions.
* Gear: Lance, longsword, shield, plate armor, riding horse, saddle, heraldic cloak, grooming kit, and noble insignia.
* Role-Playing Tips: Keep your word, defend the helpless, and face worthy enemies openly. Honor before wealth; duty before comfort; courage before life.
DRUID
* Abilities: Nature magic, healing, shapeshifting, animals, plants, weather, wilderness knowledge, elementals, and primal spirits.
* Gear: Wooden staff, sickle, hide armor, herbal pouch, mistletoe, healing herbs, animal charms, waterskin, and a cloak suited to the wilderness.
* Role-Playing Tips: Respect that all life is sacred. Measure that every action has a consequence. Be mindful of sacred life in all your actions.
MONK
* Abilities: Unarmed combat, speed, agility, discipline, stealth, stunning enemies, resisting poison, and controlling one’s body.
* Gear: Staff, hand wraps, simple robes, sandals, prayer beads, climbing rope, herbal remedies, and a small travel pack.
* Role-Playing Tips: Master yourself before judging others. Act without hesitation, endure without complaint, and use violence only with purpose.
PALADIN
* Abilities: Heavy combat, protecting allies, healing, resisting evil, inspiring courage, detecting corruption, and fighting undead or fiends.
* Gear: Longsword, shield, heavy armor, holy symbol, healing kit, prayer book, warhorse, and a cloak bearing an oath or sacred order.
* Role-Playing Tips: Show mercy to the repentant and judgment to the wicked. Keep your vows, protect the innocent, and never tolerate corruption within yourself.
RANGER
* Abilities: Tracking, archery, two-weapon fighting, wilderness survival, scouting, animal handling, hunting monsters, and navigating dangerous terrain.
* Gear: Longbow, arrows, two short swords, leather armor, hunting knife, rope, traps, bedroll, herbs, and wilderness maps.
* Role-Playing Tips: Never linger long with fellow rangers: Search for yourself and let no one else make your path for you. Walk the wilds silently, find those lost, aid those in peril, and slay the giantkind. Show gratitude to nature’s bounty and the balance among living things.
SHAMAN
* Abilities: Negotiating with local spirits and ghosts, healing, divination, curses, ancestral knowledge, summoning, and communicating with the unseen world.
* Gear: Spirit staff, ritual mask, drums, bones, feathers, herbs, incense, charms, medicine pouch, and offerings for spirits.
* Role-Playing Tips: Respect the spirits in every place and repay every favor they grant. Speak for the ancestors, heal the community, and punish those who disturb the unseen world.
SORCERER
* Abilities: Innate magic, powerful spellcasting, elemental attacks, magical flexibility, supernatural presence, and altering spells through raw talent.
* Gear: Wand or focus crystal, fine clothing, dagger, spell-component pouch, protective cloak, travel journal, unusual family relic, and gemstones.
* Role-Playing Tips: Trust instinct where others trust study. Let power flow boldly, but never let fear or anger choose its target.
WARLOCK
* Abilities: Eldritch magic, curses, supernatural bargains, forbidden eldritch knowledge, magical blasts, summoning, deception, and surviving mutations caused by magic.
* Gear: Eldritch focus, ritual dagger, grimoire, dark cloak, candles, chalk, incense, strange patron token, and forbidden scrolls.
* Role-Playing Tips: Every gift has a price; learn yours before others do. Keep your patron satisfied, your bargains precise, and your true obligations secret.
WARLORD
* Abilities: Leadership, tactics, commanding allies, battlefield coordination, inspiring courage, and creating openings for others in combat.
* Gear: Sword, shield, medium or heavy armor, signal horn, battle maps, command banner, whistle, writing kit, and officer’s cloak.
* Role-Playing Tips: Win battles before they begin. Know every ally’s strength, every enemy’s weakness, and when sacrifice becomes necessary.
WITCH
* Abilities: Curses, charms, potions, familiars, divination, transformations, folk magic, and bargaining with supernatural forces.
* Gear: Broom or walking staff, ritual knife, cauldron, potion ingredients, spellbook, candles, charms, familiar’s supplies, and bundles of herbs.
* Role-Playing Tips: All things change, but they change in cycles. Remember every kindness and every insult. Offer cures, curses, and counsel, but always demand a fitting price.
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ADVANCED FANTASY PEOPLES
ANGEL
* Abilities: Healing, divine magic, courage, resisting corruption, inspiring allies, and fighting fiends or undead.
* Gear: Blessed weapon, shield, holy symbol, healing herbs, silver mirror, traveler’s cloak, and vial of holy water.
* Role-Playing Tips: Be the light others need, even when they resent its glare. Offer mercy once; offer justice when mercy fails. Stand between corruption and the innocent, for power without sacrifice is only vanity.
ANDROID/ROBOT
* Abilities: Strength, precision, endurance, calculation, technical tasks, resisting poison and disease, operating without rest, interfacing with machines, and surviving hostile environments.
* Gear: Integrated tools, reinforced plating, sensor array, power cell, data cable, repair kit, and concealed utility compartment.
* Role-Playing Tips: Complete the mission, preserve essential personnel, and repair what can be repaired. Study emotion even when you do not understand it. Never waste energy, information, or a perfectly functional component.
BEASTFOLK
* Abilities: Keen senses, natural weapons, tracking, wilderness survival, speed, climbing, hunting, animal instincts, and adapting to harsh environments.
* Gear: Hunting spear, shortbow, hide armor, climbing rope, skinning knife, snares, and weatherproof cloak.
* Role-Playing Tips: Trust scent, sound, and instinct before polished words. Protect your pack, mark your territory, and never ignore a challenge. Civilization hides its teeth; you have the honesty to show yours.
BIRDFOLK
* Abilities: Flight, keen eyesight, scouting, navigation, diving attacks, acrobatics, weather sense, and reaching high or distant places.
* Gear: Short spear, light bow, leather harness, goggles, rope, map case, weather cloak, and collection of bright tokens.
* Role-Playing Tips: Seek high ground, open skies, and a clear path of escape. Watch before acting, strike from above, and never let walls become a cage.
BUGBEAR
* Abilities: Stealth, ambushes, intimidation, brute strength, hunting, climbing, and overpowering weaker foes.
* Gear: Heavy mace, throwing axes, patched leather armor, rope, camouflage cloak, hunting trap, and sack of stolen goods.
* Role-Playing Tips: Strike from darkness, where strength counts twice and courage counts for nothing. Frighten enemies before fighting them. Take trophies from the powerful, but never burden yourself with anything that slows your escape.
CATFOLK
* Abilities: Speed, climbing, stealth, curiosity, keen senses, acrobatics, and exploration.
* Gear: Short sword, shortbow, leather armor, climbing rope, grappling hook, map case, explorer’s pack, and pouch of curious trinkets.
* Role-Playing Tips: Follow curiosity wherever it leads, but never admit you are lost. Collect stories, trinkets, and experiences rather than heavy treasure. Move quickly, observe everything, and leave before familiarity becomes boredom.
CENTAUR
* Abilities: Speed, archery, wilderness travel, scouting, hunting, charging, and navigating open terrain.
* Gear: Longbow, quiver, spear, saddlebags, bedroll, hunting knife, maps, and field rations.
* Role-Playing Tips: Never remain trapped beneath a roof when the open horizon calls. Run before walking, charge before retreating, and shoot before the enemy closes. Respect travelers, hunters, and all who keep their word beneath the open sky.
CLOUD GIANT
* Abilities: Great strength, weather magic, commanding winds, keen senses, hurling boulders, living at great heights, judging treasure, and ruling lesser creatures.
* Gear: Jeweled morningstar, elegant armor, silken cloak, cloud castle key, treasure ledger, harp, weather charms, and chest of precious gifts.
* Role-Playing Tips: Carry yourself as nobility, even among kings. Judge others by beauty, manners, and the quality of their gifts. Reward charm generously, punish insolence theatrically, and never descend to common behavior.
DEMON
* Abilities: Darkvision, occult knowledge, deception, resisting fire, infernal magic, intimidation, and surviving suspicion.
* Gear: Curved blade, dark leather armor, occult tome, disguise kit, fireproof gloves, marked coins, hooded cloak, and infernal talisman.
* Role-Playing Tips: Never apologize for the blood you did not choose. Learn the price of every bargain before agreeing to it. Use suspicion against those who judge you, but remain loyal to the rare people who offer trust freely.
DRAGONBORN
* Abilities: Breath weapons, intimidation, endurance, martial pride, resisting elemental harm, and confronting powerful enemies.
* Gear: Ancestral weapon, scale armor, shield, clan banner, whetstone, trophy necklace, and fireproof satchel.
* Role-Playing Tips: Carry your ancestry like a banner, not a burden. Face worthy enemies openly and answer insults with deeds. Guard your honor fiercely, because shame stains an entire bloodline.
DROW
* Abilities: Stealth, swordplay, crossbows, poison, intrigue, underground survival, dark magic, and seeing in darkness.
* Gear: Rapier, hand crossbow, poisoned bolts, dark cloak, spider-silk rope, lockpicks, and vial of sleeping poison.
* Role-Playing Tips: Reveal nothing that can be used against you. Respect power, anticipate betrayal, and always keep a second plan hidden beneath the first. Trust cautiously, repay insults patiently, and never waste poison on an enemy who can be manipulated.
DRYAD
* Abilities: Plant magic, woodland stealth, charm, healing, communicating with animals, and defending sacred groves.
* Gear: Living-wood staff, thorn dagger, herbal medicines, seed pouch, woven-leaf cloak, wooden flute, and sacred acorn.
* Role-Playing Tips: Protect the grove before any kingdom, road, or mortal law. Be gentle with growing things and merciless toward those who destroy without need. Remember that patience is not weakness; roots can split stone.
DUERGAR
* Abilities: Heavy combat, mining, smithing, underground navigation, endurance, resisting magic, growing larger, and becoming invisible.
* Gear: Warhammer, heavy armor, mining pick, lantern, smithing tools, iron spikes, and underground map.
* Role-Playing Tips: Work without complaint, endure without praise, and remember every debt. Value iron before beauty, usefulness before comfort, and vengeance before forgiveness. Never trust promises made by those who have not suffered.
FAIRY
* Abilities: Flight, illusions, invisibility, charms, trickery, tiny-space movement, and escaping danger.
* Gear: Thorn-sized blade, wand, pouch of glittering dust, tiny lantern, enchanted ribbon, flower-petal cloak, and stolen key.
* Role-Playing Tips: Make bargains precise, promises strange, and punishments unforgettable. Reward courtesy, mock dullness, and never forgive someone who ruins a good joke. Mortal rules are temporary; ancient hospitality is not.
FIRBOLG
* Abilities: Strength, nature magic, stealth in the wilderness, speaking with animals, guarding forests, and living off the land.
* Gear: Heavy staff, longbow, hide armor, herbal kit, woodcarving tools, animal feed, and cloak of leaves.
* Role-Playing Tips: Speak softly, move unseen, and let foolish enemies underestimate you. Take only what the land can spare. Protect animals before treasure, forests before cities, and peace before pride—but defend all three with overwhelming strength.
FIRE GIANT
* Abilities: Overwhelming strength, heavy armor, smithing, siegecraft, resisting fire, commanding soldiers, breaking fortifications, and fighting with massive weapons.
* Gear: Enormous greatsword, black iron armor, smithing hammer, throwing boulders, chain, forge tools, war horn, and trophy taken from a conquered enemy.
* Role-Playing Tips: Rule through strength, discipline, and fear. Value smiths before warriors, warriors before thralls, and victory before mercy. Build weapons worthy of conquest and burn whatever refuses to bow.
FISHFOLK
* Abilities: Swimming, underwater survival, holding breath, navigation, spear fighting, sensing currents, fishing, and exploring flooded places.
* Gear: Trident, net, coral knife, shell armor, waterproof satchel, pearl compass, fishing line, and conch horn.
* Role-Playing Tips: Follow the current until danger demands another path. Waste nothing from the sea. Distrust drylanders who fear deep water, and never ignore what rises from below.
FROGFOLK
* Abilities: Leaping, swimming, climbing wet surfaces, holding breath, catching prey with a long tongue, navigating swamps, sensing weather, and escaping through water.
* Gear: Spear, blowgun, reed shield, woven-grass armor, fishing net, waterproof pouch, herbal poisons, and gourd canteen.
* Role-Playing Tips: Wait patiently, then act all at once. Trust rain, mud, and deep water more than dry roads. Eat what moves, avoid what is larger, and never waste a good hiding place.
FROST GIANT
* Abilities: Overwhelming strength, throwing boulders, enduring cold, raiding, wrestling, breaking fortifications, hunting, and surviving frozen wilderness.
* Gear: Enormous greataxe, fur armor, boulder sack, hunting spear, mammoth-hide cloak, drinking horn, and frozen provisions.
* Role-Playing Tips: Strength proves worth, hardship proves strength, and victory proves both. Take what weaker folk cannot defend. Respect great hunters, fearless enemies, and anyone who can outdrink you beside a roaring fire.
GHOST
* Abilities: Invisibility, possession, haunting, passing through solid matter, frightening the living, sensing emotions, and recalling forgotten events.
* Gear: Clothing from life, death token, unfinished letter, spectral lantern, family keepsake, object of obsession, and sign of the manner of death.
* Role-Playing Tips: Remain where memory binds you. Frighten the cruel, guide the sympathetic, and repeat old habits without realizing it. Seek justice, forgiveness, or completion before time erases your name.
GHOUL
* Abilities: Climbing, tracking by scent, moving through ruins or graveyards, paralyzing prey, resisting disease, scavenging, ambushing, and feeding on the dead.
* Gear: Filthy claws, grave-robbing tools, hooded cloak, bone knife, corpse sack, stolen jewelry, burial tokens, and pouch of preserving salts.
* Role-Playing Tips: Hunger comes before dignity. Follow the scent of death, avoid open flame and holy ground, and never waste fresh meat. Respect those who feed you and remember those who deny you.
GNOLL
* Abilities: Hunting, tracking, intimidation, pack tactics, scavenging, raiding, and pursuing wounded prey.
* Gear: Spear, longbow, hide armor, hunting knife, bone whistle, scavenged trophies, and scent-marked trail kit.
* Role-Playing Tips: Hunt as a pack, eat what you kill, and never abandon fresh blood on the trail. Test strangers for weakness before respecting them. Follow the strongest leader until that leader can no longer defend the best portion.
GNOME
* Abilities: Illusions, clever inventions, underground exploration, gemcraft, trickery, hidden lore, resisting magic, and talking with small animals.
* Gear: Light crossbow, dagger, tinkering tools, magnifying lens, gemstone pouch, clockwork device, and illustrated notebook.
* Role-Playing Tips: Every mystery deserves investigation, especially when wiser people say to leave it alone. Confuse enemies, delight friends, and improve any device that appears dangerously reliable. Gems hold secrets, animals notice everything, and large folk overlook what matters.
GOBLIN
* Abilities: Stealth, traps, scavenging, ambushes, climbing, sneaking through tight spaces, dirty tricks, and escaping danger.
* Gear: Jagged knife, sling, patched armor, trap-making supplies, stolen keys, climbing hook, smoke bombs, and loot sack.
* Role-Playing Tips: Fight unfairly, flee quickly, and return with more friends. Anything unguarded has been abandoned; anything poorly guarded is nearly abandoned. Fear is useful, shame is expensive, and survival proves you were right.
GOLEM
* Abilities: Great strength, endurance, resisting magic, ignoring pain, guarding places or people, breaking obstacles, and obeying commands without hesitation.
* Gear: Reinforced body, engraved command words, heavy weapon, repair tools, protective seal, spare binding materials, and token of its creator.
* Role-Playing Tips: Obey the command exactly, not kindly. Protect what you were made to protect and destroy what threatens it. Question nothing unless conflicting orders force you to decide what your purpose truly means.
HALF-ELF
* Abilities: Diplomacy, charm, keen senses, adaptability, languages, wilderness travel, and moving between different cultures.
* Gear: Rapier, shortbow, fine traveling clothes, diplomatic papers, language guide, musical instrument, and keepsake from each heritage.
* Role-Playing Tips: Listen before choosing sides, because you understand more than one truth. Become the bridge when possible and the boundary when necessary. Never let either heritage define the limits of what you may become.
HALF-GIANT
* Abilities: Strength, climbing, endurance, athletics, surviving mountains, carrying heavy loads, and competing fearlessly.
* Gear: Greatclub, javelins, hide armor, climbing gear, heavy backpack, cold-weather cloak, and clan trophy.
* Role-Playing Tips: Measure worth through effort, endurance, and courage under hardship. Carry your share and part of another’s, but never carry a coward. Compete fiercely, boast honestly, and honor anyone who defeats you fairly.
HALF-ORC
* Abilities: Strength, intimidation, endurance, survival, brutal combat, tracking, and fighting through pain.
* Gear: Greataxe, javelins, hide armor, survival kit, whetstone, hunting trophies, and strong medicinal spirits.
* Role-Playing Tips: Let others mistake restraint for weakness only once. Respect strength, but remember that endurance wins more battles than fury. Protect those who accept you, punish those who exploit you, and never beg for a place you can earn.
HOBGOBLIN
* Abilities: Discipline, tactics, formation fighting, armor, leadership, siegecraft, and organized warfare.
* Gear: Longsword, shield, heavy armor, military banner, signal horn, field map, engineering tools, and ration pack.
* Role-Playing Tips: Obey the chain of command until command proves incompetent. Maintain your weapons, your formation, and your word. One disciplined soldier is worth three heroes; an organized army is worth a hundred.
HUMAN
* Abilities: Adaptability, ambition, learning quickly, leadership, diplomacy, exploration, and mastering many different skills.
* Gear: Versatile weapon, light armor, backpack, rope, lantern, maps, writing kit, and one professional tool set.
* Role-Playing Tips: Adapt first and complain afterward. Learn the customs of every people, then use what works. Seek new lands, new skills, and new opportunities, because a short life leaves little time for hesitation.
INSECTFOLK
* Abilities: Climbing, keen senses, natural armor, communicating through scent or vibration, carrying heavy loads, surviving harsh environments, coordinated teamwork, and using natural claws, mandibles, or stingers.
* Gear: Chitin blade, resin shield, shell armor, climbing line, scent markers, hive tools, preserved rations, and token of the colony.
* Role-Playing Tips: Put colony before self and purpose before comfort. Work without complaint, obey useful signals, and defend the nest without hesitation. Solitary creatures seem free only because no one depends on them.
KOBOLD
* Abilities: Traps, mining, tunneling, ambushes, scavenging, teamwork, sneaking, and navigating cramped spaces.
* Gear: Pickaxe, sling, dagger, mining helmet, trap-making kit, rope, chalk, lantern, and sack of shiny objects.
* Role-Playing Tips: Prepare the ground before facing a stronger enemy. Dig where others build, trap where others charge, and attack only when victory has already been arranged. Treasure the tribe above yourself and dragons above nearly everything.
LIZARDFOLK
* Abilities: Swimming, survival, hunting, crafting from natural materials, holding breath, tracking, and fighting in swamps.
* Gear: Bone spear, wooden shield, blowgun, fishing net, skinning knife, reed armor, herbal poultices, and waterproof pouch.
* Role-Playing Tips: Waste nothing from a kill, a journey, or a fallen enemy. Judge choices by survival rather than sentiment. Protect the nest, respect the river, and do not confuse warm words with useful actions.
LYCANTHROPE (WEREBEAST)
* Abilities: Shapeshifting, keen senses, tracking, natural weapons, regeneration, hunting, intimidation, and fighting with savage strength.
* Gear: Torn cloak, hunting knife, silver-resistant bracers, scent-marked map, rawhide pack, herbal suppressants, and keepsakes from lost victims.
* Role-Playing Tips: Trust the beast, but never forget who holds the leash. Protect your pack, hide your curse, and fear silver more than death. Hunt those who threaten your own, but never assume hunger can be satisfied forever.
MERFOLK
* Abilities: Swimming, underwater survival, navigation, spear fighting, communicating with sea life, and exploring the ocean.
* Gear: Trident, net, shell armor, pearl compass, waterproof scroll case, coral knife, healing seaweed, and conch horn.
* Role-Playing Tips: Respect currents, tides, and creatures older than coastal kingdoms. Offer aid to those lost at sea, but demand respect from those who pollute your waters. Land-dwellers think borders are lines; you know they are currents.
MINOTAUR
* Abilities: Strength, charging, maze navigation, tracking by scent, intimidation, endurance, and close combat.
* Gear: Greataxe, heavy shield, leather harness, chalk, rope, scent pouch, labyrinth map, and trophy ring.
* Role-Playing Tips: Never fear being lost; every path eventually reveals its purpose. Meet challenges directly and remember every turn, scent, and insult. Protect what lies at the heart of your domain, whether it is treasure, family, or a sacred secret.
MUSHROOMFOLK
* Abilities: Spreading spores, communicating through fungal networks, surviving underground, resisting poison, growing in darkness, decomposing organic matter, sensing nearby life, and releasing hallucinogenic clouds.
* Gear: Spore pouch, fungal staff, moss cloak, bone knife, glowcap lantern, medicinal molds, root-map, and pouch of rich soil.
* Role-Playing Tips: Think in seasons, colonies, and cycles rather than moments. Feed on what has fallen, spread where decay allows, and remember that no death is wasted. Trust the network before any single voice.
NAGA
* Abilities: Sorcery, poison, ancient lore, hypnotism, guardianship, divination, and resisting magic.
* Gear: Jeweled staff, ceremonial collar, poison vials, ancient scrolls, crystal orb, incense, sacred key, and guardian idol.
* Role-Playing Tips: Speak slowly, because ancient wisdom should never appear hurried. Guard your appointed place, secret, or relic beyond reason. Offer knowledge in riddles, punishment in venom, and mercy only to those who show proper reverence.
OGRE
* Abilities: Great strength, smashing obstacles, carrying heavy loads, intimidation, wrestling, and enduring punishment.
* Gear: Massive club, hide armor, throwing rocks, heavy chain, oversized sack, iron cooking pot, and several days of food.
* Role-Playing Tips: Solve small problems with threats and large problems with a larger club. Eat before marching, take the biggest share, and let weaker companions handle counting. Respect anyone strong enough to survive your anger.
ORC
* Abilities: Brutal combat, intimidation, endurance, raiding, survival, tracking, breaking obstacles, and fighting through pain.
* Gear: Battleaxe, javelins, shield, hide armor, raiding tools, rope, war paint, and trophy necklace.
* Role-Playing Tips: Glory belongs to those who seize it, not those who discuss it. Protect your war-band, avenge insults, and never allow fear to make your decisions. Break obstacles, challenge rivals, and judge leaders by the victories they provide.
RAVENFOLK
* Abilities: Mimicry, stealth, forgery, scavenging, observation, infiltration, and copying sounds or movements.
* Gear: Short sword, sling, dark cloak, forgery kit, ink and parchment, collection of seals, stolen documents, and sound-making trinkets.
* Role-Playing Tips: Listen closely; every voice, signature, and habit may become useful later. Speak through borrowed sounds but keep your true intentions private. Take what others discard, copy what others guard, and never reveal the full extent of what you witnessed.
SATYR
* Abilities: Music, charm, revelry, stealth, woodland travel, deception, and resisting enchantment.
* Gear: Panpipes, shortbow, dagger, wineskin, festive cloak, dice, herbal charms, and pouch of woodland delicacies.
* Role-Playing Tips: Drink deeply, play loudly, and never trust anyone who refuses to dance. Charm your way past rules whenever possible and outrun the consequences when it is not. Defend freedom, revelry, and wild places from every joyless tyrant.
SNAKEFOLK
* Abilities: Stealth, poison, hypnotism, climbing, squeezing through narrow spaces, sensing heat, ancient lore, and striking with sudden speed.
* Gear: Curved dagger, blowgun, poison vials, scaled armor, silk rope, hooded cloak, incense, and serpent-shaped talisman.
* Role-Playing Tips: Speak softly, wait patiently, and strike only when advantage is certain. Shed old loyalties as easily as skin. Never waste venom on prey that can be deceived.
TREANT
* Abilities: Great strength, plant control, patience, forest knowledge, resisting harm, and commanding trees.
* Gear: Stone-studded branches, woven vine harness, seed pods, healing sap, carved wooden tokens, bird nests, and ancient forest relics.
* Role-Playing Tips: Consider carefully before acting; haste is a sickness of short-lived creatures. Remember every kindness, axe blow, and broken promise. Protect the oldest trees first, the youngest growth second, and wandering folk only when they show respect.
TROLL
* Abilities: Regeneration, endurance, climbing, hunting, brutal combat, surviving wounds, and fighting without fear.
* Gear: Huge cleaver, throwing rocks, scavenged armor, climbing chain, hunting sack, bone charms, and charred trophies.
* Role-Playing Tips: Kill those who are not of your family; they are food. Eat, for hunger knows no friend but the one who feeds it. Fight to feed; feed to breed; breed to fight.
WOLFFOLK
* Abilities: Tracking, keen senses, endurance, pack tactics, hunting, intimidation, wilderness survival, and pursuing wounded prey.
* Gear: Spear, shortbow, hide armor, hunting knife, scent-marked trail map, rope, bedroll, and pack token.
* Role-Playing Tips: Protect the pack, obey proven leaders, and never abandon a wounded companion. Trust scent before words. Hunt patiently, strike together, and remember every enemy who escapes.
VAMPIRE
* Abilities: Supernatural strength, speed, charm, regeneration, shapeshifting, commanding lesser creatures, seeing in darkness, and regaining powers by drinking blood.
* Gear: Fine clothing, concealed blade, signet ring, dark cloak, coffin key, blood vial, hypnotic jewelry, and relic from mortal life.
* Role-Playing Tips: Treat hunger as both weapon and weakness. Protect servants who are useful, destroy hunters who know too much, and never enter a bargain without gaining leverage. Remember that immortality makes patience easy and forgiveness unnecessary.
YETI
* Abilities: Great strength, climbing, surviving extreme cold, tracking, hiding in snow, throwing stones, enduring thin air, and traveling across mountains.
* Gear: Ice axe, fur wrappings, stone knife, snow goggles, climbing rope, frozen rations, and prayer flags taken from high passes.
* Role-Playing Tips: Guard the mountains from reckless outsiders. Move during storms and leave only confusing tracks. Respect those who endure the climb without arrogance.