Races
The six starting races include:
Human - Humans are highly adaptable and ambitious. They start with a bonus 1 to all stats and small buffs to most skills
Dwarf - Stalky and fearless, dwarves are equally at home in a deep mine as in a battle with a much larger enemy as forging a tremendous weapon. They start with a bonus 5 to CON and 2 to STR along with a 5% increase to mining speed
Goblin - Goblins have found strength in numbers and the turmoil they call bureaucracy. They start with a bonus 5 to Dex and 2 to CHA along with an increase to alchemy
Dragonborn - Uncertain origins and a society seemingly constructed around violence leave many in Midya to give Dragonborns space. They start with a bonus 5 to STR and 2 to Dex along with +5% melee/ranged damage and 1% reduced damage taken from most sources
Scale-cursed - Former humans forsaken and malformed by some entity now travel the world as merchants, pirates, and anything in between. They start with a bonus 5 to CHA and 2 to INT along with bonuses to navigation, hunting, and fishing.
Gnome - What they lack in size they make up for in inventiveness and they are quite small. They start with a bonus 5 to INT and 2 to WIS along with bonuses to crafting and engineering.
Firbolg - Gentle giants, they can be found in almost any forest but chances are good if you find one that it wanted to be found. They start with a bonus 5 to WIS and 2 to CON along with a 5% increase to foraging speed