There are four main races available for the players. Game mechanic effects are per the BBF rules with the following two changes:
1) All characters get 3 descriptors (now called Aspects) 2) Humans get an extra skill rank at first level, so they start with 2. Both can not be applied to the same skill.
Gruff, direct, and acting with little tact, Dwarves have always been more forceful than the other races. The Farod Dwarves actually aligned with the Titans finding their nature more closely in line with the primal beings than the gods that created them. Today the Farod are no more, as a culture, and the present-day Dwarves refuse to talk of the shame that their ancestors brought to their race. In the modern setting of the Eastern Arm, most dwarves hail from the city-states scattered along the South Range of hills and small mountains that form the southern wall of the vale. These cities are partial above and below ground, and lacking the grandeur of the ancient dwarf-holds of the first age. Dwarves can also be found in other areas, though not in any real concentration. The exception is Kandomir, which has a Dwarfdelve, an ethic neighborhood where dwarven crafts, food, and lodging can be found and the local masons who maintain the works of the great city live.
Elves tend to be aloof and arrogant, believing that they are better than other races, and in some ways they are right. Their gifts of enhanced vision, intelligence, and facility of magic even when encumbered by heavy armor seem to show that the gods intended for elves to be better than everyone else. This is the central tenet for the Imperial Elves who live on the Western Coast of the Region where any non-elf is a second class citizen by Law. More enlightened Elves, such as the nomads of the eastern coast, see their blessings as a responsibility to be lived up to rather than an entitlement. One large community of Elves lives in Kandomir where they form the majority of the City’s Navy and shipwrights. This community manifests its pride in anyone who faces the tempests of the open sea and disdain landlubbers regardless of race.
Halfings seem to be everywhere - and nowhere when they chose to be so. Most easily dismiss them as the human children they resemble. Most Halflings choose to work with that misperception to have the ‘big folk’ underestimate them. As they are smaller and relatively weaker than the other races, they have worked out a protected space in most societies as valuable employees and civil servants. The best example of this is the government of Kandomir - all of the minor functionaries and bureaucrats are Halflings. The current Mayor is a refined Elf lord, and advisors are of all the races, but all of the working parts of the government are staffed by Halflings. Some few Halflings do indeed resent the way everyone looks down on them, and walk around with a sizable chip on their shoulder and finding every opportunity to outshine the “oafs” around them.
Humans are the majority of the setting and come in many different forms and colors. In the Vale, most tend to darker hair while those who live on the Sun Coast tend to have bronzed skin and lighter hair colors. While not as brash as Dwarves, Humans tend to be passionate about what they believe, and often dedicate themselves to their ideals and seek to persuade others to their point of view. This level of passion is also the reason why Humans seem to be more prone to the temptations of the Gods of the Dark.
It is said that all great endeavors are started by a human, but it usually takes a non-human to finish them. Humans from the vale value independence and reliability, while the Humans of Kandomir Bay value prosperity and the trappings of ‘civilization’.