Quoted By:
Among the camps many new faces, four main races can be seen.
The first are the <span class="mu-s">Humans</span>. While not extraordinary in any way; they are well balanced, diplomatic, and common among the many races. Humans are adaptable and can <span class="mu-s">use any equipment</span>, and are the most <span class="mu-s">persuasive</span> of party members- though you find it unlikely any living soul still remains on that island.
The second are the <span class="mu-s">Dwarves</span>. These short yet stout master craftsmen of the mountains are strong and hardy- though not exactly known for a good sense of humor. Dwarves can <span class="mu-s">take an additional wound</span> before death. While Dwarves cannot use magic, and as such <span class="mu-s">cannot be Sages</span>, a Dwarf may choose to play as a <span class="mu-i">Runesmith</span> instead of a traditional Sage.
The third are the <span class="mu-s">Elves</span>. Tall, slender, immortal beings of the fae- this race of people has a vested interest in exploring the Island of the Pines. The King of the Woad was once <span class="mu-i">their</span> King after all, the greatest of all Elvish Kings. Elves are <span class="mu-s">extremely skilled in magic</span> and treat the <span class="mu-i">Chorus</span> of a magic roll as one higher and get a bonus with a <span class="mu-s">Bow</span>.
Fourth and finally are the <span class="mu-s">Snouts</span>. This unusual race of dog-men are known to be very loyal- though a little strange in mannerism, and have a penchant for telling the future. Snouts treat their <span class="mu-s">class die as a d8</span> no matter what class they play, and are known to have magic tongues. During downtime, a Snout can <span class="mu-s">lick a fellow party member</span> to see what's up with them- and can give that party member a <span class="mu-i">hunch roll</span> to be used in the future.