You may wish to read how Statistics work before reading further, if you have not already.
All of the known and rumoured races within the campaign can be found below:
- Aelf: Delicate and lithe, the Aelf are a little shorter than the average human and tend to paler colourations, with eyes that echo the sea. All Aelfs can be considered Deft, Fast and Lenient, with a bonus to ranged combat. If you select Aelf you may not select Southron culture, because of the Great Migration
- Bhem: Keeping to the canyons of Semur, the Bhem are slight and long-fingered with a greenish tinge to their features. Shy to a fault, they are rarely seen outside of carefully mediated trading - their rune-stones much sought after, and they receive a bonus to cantrips and rune-craft
- Dwarrow: Stunted and stout, the Dwarrow hid for a long Age beneath the earth in the vanished Underrealm, echoing the earth's muted tones in their colouration. All Dwarrow can be considered Sinewy, Hardy and Cool, receiving a bonus to building and mining. If you select Dwarrow you may not select Islander culture, because of the extents of the Underrealm
- Got: Stunted like their close kin the Dwarrow, but wiry rather than strong, the Got resemble wilder and earthier versions of their cousins. All Got can be considered Sinewy, Fast and Sour, receiving a bonus to scouting
- Humans: Forming the majority of the Empire, these are the original stock from which the other races are said to spring. As such they have a wide variety of colourations and make-ups, hence no traits outside the average to begin, but receiving a bonus to learning
- Hlad: Another cousin of the Dwarrow, the Hlad live in bustling villages often close to the Bhem - for whom they mediate trade. Jovial and long-winded, all Hlad can be considered to be Witty, Affable and Slack, with a bonus to trade and parleying
- Jotun: Towering over the other races, these folk reach up to nine feet in height and have uniformly coarse black hair. All Jotun can be considered Strong and Shallow, receiving a bonus to melee combat. If you select Jotun you may not select Easterling or Southron culture, because of the decimation
- Juret: Cursed (or blessed) with a feral appearance, the Juret are divided into many tribes according to which of the Nine Sacred Beasts they most resemble. As such their traits vary, but they uniformly receive a bonus to concealment
- Valk: Close cousins to the main line of humanity, these nomads represent the in-breeding of their own line with many of the other races, with the broadest range of colouration, build and make-up. All Valk can be considered to be Amicable and receive a bonus to working together as a crew and carousing