A race is chosen at creation and never changes. It sets where your attributes start, what each one costs you to train, and whether you can see without a light source.
Your race decides the eight attributes you begin with, and every race begins them at the same ordinary ten. What a race changes is what a point COSTS you at a trainer - iron comes cheap to a dwarf and grace comes dear - along with what it knows and what it can do.
A race may also grant an innate trait, and a trait is different from the eight: Luck cannot be trained and nobody is dealt any, so whatever your race gives you of it is what you will always have. It does not do anything on its own either - it sharpens something else, shrugging off the occasional disastrous fumble.
| Race | Innate traits | Size | Dark vision | |
|---|---|---|---|---|
| Dwarf | - | Small | Yes | Stout mountain folk of iron will and iron beards. |
| Elf | - | Medium | Yes | Graceful and long-lived, drawn to the vale’s woods and its old stories. |
| Halfling | +1 Luck | Small | No | Small, sturdy and harder to corner than they look. |
| Human | - | Medium | No | Adaptable settlers found wherever there is trade to be done and trouble to find. |
| Khevrash | - | Small | Yes | Lithe cat folk out of the grass country, who hear a door open two rooms away and rarely… |
| Sauraki | - | Medium | No | Scaled folk of the fen, raised to arms before they are raised to speech. |