RACES
HUMANS
Following the death of their god, humans have had to adapt to life without divine oversight. As per the SWADE rules, humans start with one free edge that they meet the requirements for.
Humans cannot take the Arcane Background (Miracles) edge, because their god is dead. Their shrines are untended and the warrior priests of Edarr are reduced to mercenaries calling themselves the Mourning Men, hiring their sword arms out to the highest bidder. Recently, the Cult of the Icosahedron has been gaining followers among humans desperate to believe in something.
King Cardell rules the lands of men from the city of Pallcliff.
Adaptable (start with one free edge).
ELVES
With the death of her lover, Castine was driven mad and her personality split. When petitioning the goddess of the elves, her clerics can never be sure if her mood will be kind, capricious or self-destructive. To reflect the schism in their faith, the elves themselves are similarly divided. Yan elves (also called sun elves) are the bright sentinels of the forest. Yin elves (shadow elves) are the skulking wretches that malinger in shaded groves. The ancestral forest of El’y’medorei is bitterly contested between the two peoples and it is rarely a good idea for strangers to get involved in their quarrel. The city of the sun elves is called Ellm Serin. The sister city of the shadow elves is called Nyth Serin.
Yin/Shadow Elves: Agile, All Thumbs, Frail, Low Light Vision, Racial Enemy: Yan/Sun Elves, Stealthy (+2 Stealth rolls).
Yan/Sun Elves: Agile, All Thumbs, Charismatic, Code of Honour, Fast Healer, Racial Enemy: Yin/Shadow Elves.
DWARVES
Beneath the lava spewing peak of Mount Krammerlug lies the kingdom of Khar. Scowling faces carved into the sides of the mountain face cast their stony gaze upon all who would enter the fortified city of the dwarves.
Few of the bearded folk travel beyond their darkened halls and although they can see without light, their eyesight is generally poor.
The noble caste are called Gold Dwarves, for the golden bands that braid their long, bushy beards. Poorer, working class folk are called Copper Dwarves, for the inferior rings that adorn their less impressive facial hair. Guards & civil servants are Silver Dwarves and the beggars & thieves beneath the notice of society are called the Ringless.
Bad Eyes (minor), Hardy, Low Light Vision, racial Enemy (Wyrmkin), Reduced Pace, Tough.
HALFLINGS
Luck, Reduced Pace, Size-1, Spirited.
GNOMES
While the dwarves still stoke their massive furnaces with prodigious quantities of wood and coal, the diminutive gnomes have unlocked the secrets of electricity. As versatile as it is dangerous, the discovery is driving a technological revolution in the underwater city of Jubil. The gnomes trawl the seabed in their submersible ships, gathering the priceless joltpearls that are driving the rapid advancement of their society.
Size-1, Curious, Calculating, McGyver, Handy (start with d4 Repair).
ORCS
The orcs live in the frozen wastes to the north and are a hardy, warlike folk who defend their icy territories with great ferocity. They are fat and blubbery, to better survive the cold and traverse the ice fields on war sleds pulled by packs of large, white wolves. Even the orcs know to avoid the Black Glacier, where demon king Mingrollath is bound within the ice, for unspeakable horrors roam that bitter plain.
Unlike goblins, who are generally reviled, orcs are grudgingly accepted by the other races, although their aggressive nature often triggers arguments.
The orcs are nomadic by nature, but have one semi-permanent trade post called Morstrand, a busy tent city atop an iceberg.
Blubber (as per Obese), Outsider (-2 Persuasion), Thin-skinned (-2 to resist Taunt), Environmental Resistance (+4 to resist cold effects/trappings), Infravision, Strong (start with d6 Strength), Tusks (Strength+d4).
WYRMKIN
Descended from the ancient bloodlines of the extinct race of dragons, the wyrmkin bear little more than a passing resemblance to the winged titans that once ruled the skies. Now, the wyrmkin govern only Parashahr, the desert continent to the south. The wyrmkin revere the dragons as though they were gods. Dwarves and wyrmkin are mortal foes, as Joraeth designed and built the weapons that annihilated the last of the dragons. The wyrmkin have developed a technique for creating dragonglass weapons and armour.
Parashahr is also called the Dragonsand. The capital city of the dragonborn is called Al-Ghalla and is built around a giant dragon graveyard.
Bite (Strength+d4), Fiery Breath (Gifted, Burst power only), Flight (6"), Scaly Hide (AV2), Draconic Heritage (Arrogant, Greedy & Racial Enemy: Dwarves).
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