Races

(words about races here)

Humans
(100 words about humans here)

Racial Adjustments: Pick one ability score. Whenever a human gain a level, that score improves on a roll of 11+ instead of a roll of 10+.

Skilled: Humans gain a +1 racial bonus to all their skills.

Movement: A human's base movement speed in combat is 30' (6 squares.)

Languages: Humans can speak either Istorian Common or Seigyokan Common, depending on which continent they were raised on.

Dwarves
(100 words about dwarves here)

Racial Adjustments: Pick Constitution or Wisdom. Whenever a dwarf gains a level, that score improves on a roll of 9+ instead of a roll of 10+. Dwarven Charisma improves on a roll of 11+ instead of 10+ when gaining a level.

Darkvision: All dwarves can see up to 60' in total darkness. When using their darkvision, they cannot distinguish colors.

Hale and Hearty: Dwarves receive a +1 bonus when making saving throws against poison.

Movement: A dwarf's base movement speed in combat is 20' (4 squares.) They ignore movement penalties from armor heavier than leather armor.

Languages: Dwarves can speak Istorian Common and Dwarven.

Elves
(100 words about elves here)

Court: Elves belong to one of two nature-themed subraces, referred to as Courts. An elf's Court determines his racial abilities.

Autumn Court (Wood Elves)
(100 words about wood elves here)

Racial Adjustments: An autumn elf's Dexterity improves on a roll of 9+ whenever she gains a level. Her Constitution improves on a roll of 11+. An autumn elf may add her Wisdom modifier to damage rolls made with a bow (not crossbows.)

Winter Court (Snow Elves)
(100 words about snow elves here)

Racial Adjustments: A winter elf's Intelligence improves on a roll of 9+ when gaining a level. Her Constitution improves on a roll of 11+.

Tieflings
(100 words about tieflings here)

Racial Adjustments: A tiefling's Charisma improves on a roll of 9+ when gaining a level. Her Strength improves on a roll of 11+.