Choose a race

Here is the full information about the races open to new characters. Choose one, and note it on the character sheet, along with languages spoken, racial abilities and age.


Race descriptions

The races open to new character are:

Ages of characters can either be young or old. These are given for each race by dice rolled before/after a slash for young/old. If when you've rolled the number/type of dice given the total is under 16, then re-roll, and add the two results together.

Human, or Man

Normal people, basically. The most numerous of the four races in the Old World.
  • Language: Old Worlder
  • Alignment: any
  • Height: Male = 5'4" + D10", Female = 5' + D10"
  • Ages: 6D6/6D10
  • Fate points: D3 + 1
  • all skills to be rolled randomly
  • See profile

Wood Elves

Your standard rare wondrous people living deep in forests and such places. For this reason (and the fact that their profile is much better than the other races) I don't usually allow elves to be created.
  • Language: Old Worlder, Elvish
  • Night vision: 30 yards
  • Alignment: lawful or good
  • Height: Male = 5'6" + D10", Female = 5'4" + D10"
  • Ages: 10D12/10D20
  • Fate points: D3 - 1 (minimum 1)
  • All elves have excellant vision. Another skill is Dance, Musicianship or Sing (equall chance of each). Other skills rolled randomly
  • See profile

Dwarfs

Short burly people with long hair and thick beards - their owners aren't that much more clever.
  • Language: Old Worlder, Dwarfish
  • Night vision: 30 yards
  • Alignment: any
  • Height: Male = 4'4" + D10", Female = 4'2" + D10"
  • Ages: 9D12/9D20
  • Fate points: D3
  • Psychology: hatred for Goblins, Orcs, Hobgoblins
  • All dwarfs have mining. The second skill is out of Smithing or Metallurgy (equall chance). Other skills to be rolled randomly.
  • See profile

Halflings

Small slight people that enjoy cooking and getting drunk.
  • Language: Old Worlder
  • Night vision: 20 yards
  • Alignment: neutral only
  • Height: Male = 3'4" + D10", Female = 3'2" + D10"
  • Ages: 10D6/10D12
  • Fate points: D4
  • All halflings can cook. Second out of Herb Lore, Specialist Weapon: sling or silent move rural (equal chance of each). Other skills rolled randomly.
  • See profile