The common races of the world are divided into the allied races and the imperial races. The five allied races were the first to declare open rebellion against the Empire, and as such share bonds of trust than continue to this day. The seven imperial races stayed with the Empire until it was clear that it was doomed.
There are example commoners for each race. These represent a typical, unskilled peasant of that race. Any skill not listed is at Poor.
When creating a character, keep in mind that this page only describes general stereotypes. Your character can be as typical or contrary as you like. A character without at least one aspect similar to the ones in the racial list is a bit unusual. Having a skill at a level below the generic commoner is moderately unusual. Not having a racial Stunt is much more severe, as the character is effectively handicapped, relative to others of his race.
Allied Races
Human
Humans are the most populous and diverse race in the world. Each human kingdom is a little different from its neighbors. Humans have an independent streak that frees them from the national and family ties that bind other races. They are great builders, making towering castles and sprawling cites. Humans make good merchants, and trade with all the other races. Humans have a talent for training and breeding animals, and have the best horses.
Humans are inter-fertile with other humanoids. There are known to be many half-elves, half-orcs, half-ogres, and half-goblins in the world. Other hybrids might be possible, but are unheard of.
There seems to be a sub-race of human that's adapted to wild lands, and shuns the city.
Typical Aspects: (City Human) merchant, city dweller, ambitious, adaptable, able horseman, canny merchant, pragmatic, independent, eclectic, streetwise, too clever by half
Typical Aspects: (Wild Human) barbarian, wanderer, amazon, superstitious, contempt for city dwellers, love of freedom, wanderlust, self sufficient, fiercely independent,
Racial Stunts: none
Human Commoner
Average Streetwise
Mediocre Ride
Mediocre Rapport
Elf
Elves are magical creatures that live in forests. They live a very long time, but seem to have short memories. They are impulsive, but these intuitive leaps makes them great artists and magic users. They have keen eyesight, which makes them good archers. Generally, elves disdain material possessions.
There is a distinct class of elves that lack the connection to nature, but are great scholars and wizards. They form a kind of nobility among the elves.
Typical Aspects: at home in the trees, worshiper in sacred groves, century of experience, sense for secrets, friend to animals, lofty intellect, visionary, intuitive leap, otherworldly, haughty, flighty
Racial Stunts: Elf Eyes
Elf Commoner
Fair Alertness
Mediocre Archery
Mediocre Athletics
Mediocre Stealth
Mediocre Survival
Dwarf
Dwarves are short but stout. Most dwarven cities are built around underground keeps, and dwarves are natural miners, with an intuitive feel for stone and metal. They are warlike, carrying axes and wearing chain mail even when at peace. They place a high value on craftsmanship, and dwarven goods are famously well made, if not beautiful. Dwarves value history and tradition, honoring their ancestors and keeping the friendships and grudges made long ago.
Typical Aspects: too stubborn to die, stone kenning, at home underground, love of gold, fine dwarven craftsmanship, the ax of my ancestors, death to orcs!, magic is for the weak, century-old grudge
Racial Stunts: Stand Tough
Dwarf Commoner:
Average Endurance
Average Resolve
Mediocre Craft
Mediocre Might
Mediocre Fighting
Halfling
Halflings are small but bold. Most live humble lives as farmers or craftsmen, but those few who do rebel do it all the way. Adventuring halflings follow a boundless curiosity to explore the world. Many turn to a life of crime, but just as many return to their hometowns once the wanderlust has run its course. Nearly every town has a retired wanderer, who the others turn to in a crisis.
The Great War uprooted may halfling communities. There are now whole clans of halflings wandering the roads and waterways of the world. Their wagons and boats form a portable town.
Typical Aspects: simple pleasures, boundless enthusiasm, undaunted curiosity, light fingers, vanish in a twinkling, trickster, quiet resolve,
Racial Stunts: Small Size
Halfling Commoner:
Mediocre Stealth
Mediocre Rapport
Mediocre Athletics
Mediocre Empathy
Mediocre Streetwise
Gnome
Gnomes are the same size as halflings, but not quite as agile. What they lack in athleticism, they make up for with intellectual enthusiasm. Gnomish drive and innovation makes them great magicians and engineers. Gnomes have a particular talent for illusion magic.
Typical Aspects: prankster, keen mind, eccentric, reckless experimentation, master of illusion, restless, sense of humor
Racial Stunts: Small Size, Innate Spell: Minor Illusion
Gnome Commoner:
Average Lore
Mediocre Stealth
Mediocre Craft
Mediocre Magic
Imperial Races
Orc
Orcs are famously warlike and never back down from a challenge. Fighting and hunting prowess are the most highly honored skills in orc society. They have a reputation for being stupid, which the smart ones use to their advantage. Stubbornness is a virtue among orcs. Other races fear them, since orcs have always used terror tactics in warfare, killing and mutilating civilian and soldier alike. Orcs can interbreed with other races, and there's no stigma among them to being part human or part ogre. Many city-dwelling orcs claim to be half human to reassure the orc-phobic.
There is a sub-race of orcs who are a little taller and have gray skin instead of green. Each one thinks they are better than the other.
Typical Aspects: might makes right, never back down, play dumb, dumb and not playing, drinker of blood, contagious rage, thick as a pig, trophy taker, laughs at pain
Racial Stunts: Battle Rage
Orc Commoner:
Average Might
Mediocre Fighting
Mediocre Intimidate
Mediocre Endurance
Goblin
Goblins are small, nimble, and green. Wherever they are found, they will be in large numbers. Goblins feel no shame in being servants of a greater power, in fact it's an admirable strategic move. Goblins have a reputation for being cowards and liars, which has some basis in fact. Clever goblins often grovel and cower long enough to get a foe to let down his guard.
Goblins often have a symbiotic relationship with worgs, linking worg strength and instinct to goblin cleverness and, well, hands.
Typical Aspects: slippery, grovel with enthusiasm, lie and lie again, nimble fingers, cower, strength in numbers, feigned incompetence, huge family, foul stench, no shame, friend to worgs
Racial Stunts: Small Size
Goblin Commoner:
Average Deceit
Mediocre Stealth
Mediocre Athletics
Mediocre Theft
Mediocre Streetwise
Gnoll
Gnolls are tall, hyena-like humanoids, adapted to the harshest climates in the world. Gnolls have sharp senses, which makes them good hunters and trackers. With powerful jaws and an iron gut, a gnoll can eat nearly anything. They are somewhat animal-like, mentally as well as physically, and poorly suited to city life. All this combines to make gnolls intimidating and repulsive to more civilized folk.
Typical Aspects: creature of the wilds, eat anything, scavenger, feast and famine, mighty hunter, easily distracted, impulsive, vicious
Racial Stunts: Master Scavenger
Gnoll Commoner:
Average Survival
Average Alertness
Mediocre Endurance
Mediocre Might
Kobold
Kobolds are slightly smaller than goblins, and have stubby horns and tails. Like dwarves, they prefer living underground. As the smallest and weakest of the races, they do all they can to avoid physical conflict. If forced to a fight, they fight on their own turf, with fortifications, heavy crossbows, boobie traps, burning oil, poisonous vermin, biological warfare, and so on. Kobolds are calculating, and prefer to plan every move carefully. Like goblins, they are often underlings to higher powers, but in subtly different ways.
Typical Aspects: beneath notice, expert toady, never fight fair, careful planning, suspicious, home is underground, vermin wrangler,
Racial Stunts: Small Size, Darkvision
Kobold Commoner:
Mediocre Craft
Mediocre Lore
Mediocre Stealth
Lizardfolk
The lizardfolk resemble large, up right-walking lizards, like the name suggests. Their thick, scaly hides and sharp claws let then go without basic technology like knives and clothing. Typically, Lizardfolk live in jungles or swamps, climates they are naturally adapted to. A few tribes live underground, near underground rivers, or allied with kobold enclaves. Lizardfolk appear to be emotionless, but a careful eye can detect their subdued emotions. This cuts both ways, so the lizardfolk are baffled by the "hot-blooded" races.
There are a number lizardfolk subraces, of varying colors and sizes. Many are adapted to dryer climates. All of them claim to be the original lizardfolk.
Typical Aspects: cold-blooded, home is a swamp, claws and teeth, primal power, easily distracted, patient, thick skinned, disdain for tools
Racial Stunts: Tooth & Claw, Thick Skinned
Lizardfolk Commoner:
Mediocre Survival
Mediocre Athletics
Mediocre Endurance
Mediocre Might
Mediocre Resolve
Mediocre Fighting
Hobgoblin
Hobgoblins are the product of a long-forgotten eugenics experiment to create the perfect soldier. This is a point of pride for them, since, like the orcs, they have no bias against hybrids. Physically, they look like bigger goblins with orange-tinted skin, and they speak the goblin language. Exactly what bloodlines went into the creation of hobgoblins is unknown, but mostly goblin. Theories for the others include orc, human, or dwarf. They are culturally adapted to war as much as physically. Hobgoblin culture tends strongly towards regimentation and hierarchy.
Typical Aspects: victory is life, hybrid vigor, know your place, clan is all, loyal onto death, no mercy for the weak
Racial Stunts: none
Hobgoblin Commoner:
Average Endurance
Average Resolve
Mediocre Fighting
Mediocre Might
Bugbear
Bugbears are large humanoids covered in thick brown fur. Like hobgoblins, they are believed to be a goblin hybrid. The other parts probably include ogre, and something else that's very hairy. Bugbears are deceptively quick and stealthy for creatures of their size. There are a few enclaves of bugbears in cold, isolated, parts of the world. In other places they ally with goblin tribes. Ostensibly the bugbears are in charge, but it's hard to tell with goblins.
Typical Aspects: rule though fear, bigger than you, surprisingly nimble, loves the cold, ambitious, bully, grumpy
Racial Stunts: Giant Strength
Bugbear Commoner:
Fair Might
Average Endurance
Mediocre Athletics
Mediocre Stealth
Mediocre Alertness
Hybrids
As mentioned above, there are many people of mixed heritage in the Cursed World. It's easy enough to mix and match racial stunts. See exotic races for information on ogres and other unusual creatures.





