Chapter 1 of 6 · 4 min read
Races
Eight peoples to play, and the one Unique Ability you pick from your race.
There are eight races to choose from.
Human

The most adaptable and ambitious of all peoples, humans excel through determination and versatility rather than specialized traits. They build great cities, forge alliances across cultures, and push boundaries others accept as fixed. Human communities vary wildly in customs and beliefs, but share a drive to shape the world around them through innovation, trade, and exploration.
Elf
Graceful and long-lived folk with pointed ears and an affinity for magic and nature. Elves move with fluid precision and possess keen senses that detect subtle changes in their surroundings. They favor ancient forests and hidden valleys, living in harmony with natural cycles while pursuing artistic and mystical knowledge that spans centuries.
Dwarf
Stout, four feet tall, bearded people renowned for their skill in metalwork, stonecraft, and engineering. Dwarves build magnificent halls deep within mountains, creating wonders of carved stone and forged metal that endure for ages. They value clan loyalty, honest work, and the perfection of traditional crafts passed down through generations, though they may seem temperamental, its really just them showing spirit in what they do.
Gnome
Diminutive folk with curious minds and nimble fingers, standing roughly three feet tall. Gnomes delight in tinkering with mechanical devices, studying natural phenomena, and uncovering hidden secrets. They often dwell in hillside burrows or forest workshops, surrounded by half-finished inventions and collections of interesting oddities. Though not common to adventuring - the lure of fantastic magical items can't quell their thirst.
Half-Goblin

Small, quick humanoids with green-tinged or brown skin and sharp features. Goblins live in tribal communities led by the strongest or most cunning among them. They survive through scavenging, raiding, and guerrilla tactics, making up for their individual weakness with numbers, traps, and knowledge of their territory. Their height ranges from a bit taller than halflings, yet a bit shorter than dwarves, standing around just over 4 feet.
Half-Elf
Children of human and elven parentage who inherit traits from both lineages. Half-elves often struggle to find acceptance in either parent culture, leading many to become wanderers, diplomats, or bridge-builders between different peoples. They possess human adaptability tempered with elven grace and extended lifespans.
Half-Orc

Individuals born of human and orcish blood, typically larger and stronger than ordinary humans. Half-orcs face prejudice in civilized lands due to their fearsome appearance and orcish heritage. Many channel their natural strength and fierce temperament.
Halfling

Small humanfolk standing about three and a half-feet tall, known for their practical nature and strong community bonds. They favor comfortable homes and hearty meals shared with family. Most halflings have little interest in grand adventures, preferring the security of familiar places and trusted neighbors. But once in a long while, a halfling seeks to adventure to ensure these things later.
Unique Abilities#
Choose only 1 race Unique Abilities during character creation.
Dark Sense
In complete darkness you have a 40% chance of sensing something nearby within a 30-foot radius. This can be attempted every hour, or when the DN declares, whether moving or not.
Human
Versatile
+1 to any one ability score 16 or under one time.
Flurry
Once per encounter, you may make 2 attack rolls in the same turn.
Resilient
+1 Con Tough saves.
Elf
Twilight Sight
Outdoors at night, you can see in twilight, dusk, dawn, or under a clear full moon as though it were daytime. This does not function indoors, underground, or in total/magical darkness.
Keen Hearing
+2 Dex Quick saves.
Fey Grace
+1 AC when wearing no armor or light armor (padded / leather / studded).
Dwarf
Dark Sense
In dim light +2 to attack and darkness +1 to attack roll (see above).
Stonecunning
+4 (+20%) Chance to detect stone traps, secret doors, or weak points.
Iron Stomach
+2 Con Tough saves.
Gnome
Dark Sense
In dim light +2 to attack and darkness +1 to attack roll (see above).
Cave Sense
50% chance to find your way out of unknown underground terrain.
Illusion Sense
+2 Wis Mind saves vs. illusions.
Half-Goblin
Dark Sense
In dim light +2 to attack and darkness +1 to attack roll (see above).
Pack Raider
Gain +1 to hit when an ally is within 5 ft of your target.
Low Blow
+1 damage against 4 feet or smaller.
Half-Elf
Adaptable
+1 to any one ability score 16 or under one time.
Poised
+2 Wis Mind saves.
Wanderer
50% to find the way out of unknown above-ground terrain.
Half-Orc
Ferocity
Once per day, 1 extra attack when reduced to 1/2 HP.
Brutal Strikes
+2 damage with melee weapons.
Intimidating Presence
+2 Wis Mind saves to resist fear.
Halfling
Lucky
Once per day reroll any 1 failed save or attack roll.
Small & Nimble
+2 Quick saves to avoid traps or hazards.
Surefooted
Move at full speed in rough terrain.
Notes for Player Clarifications#

Wanderer - How Often?
Once per hour, you may attempt to find the way out of unfamiliar above-ground terrain. The hour between attempts reflects the time needed to observe the landscape, the light, the weather, and the natural patterns that help you reorient yourself before trying again.
Cave Sense - How Often?
Once per hour, you may attempt to use Cave Sense. This limit represents the time needed for the character to pause, reassess their surroundings, and study the stone, air flow, or terrain for clues. After you attempt it, you must wait one hour before trying again.
Once per Encounter
You may use the ability one time during a single scene of active danger or direct conflict. An encounter begins the moment the character enters a situation where actions matter in a focused, moment-tomoment way - such as fighting, chasing, negotiating under threat, or dealing with an immediate hazard.
The encounter ends when the danger has passed, the opposition is no longer acting against you, or the scene naturally shifts out of urgent action. When the tension drops and characters are no longer making quick, decisive moves, the encounter is over.
The Dungeon Narrator decides when an encounter ends so the ability refreshes. Any questions, ask your DN.