WOE TO THE WICKEDTABLETOP ROLEPLAYING GAME

Player reference / World Lore

Peoples and identities — Lore

Human, Elf, Dwarf, Goblin, Orc, Gnome, Giant and Hybrid adventurers bring distinct heritages into a shared world.
Peoples and identities · illustrated interpretation

Description and lore

Peoples and identities

Human, Elf, Dwarf, Goblin, Orc, Gnome, Giant and Hybrid adventurers bring distinct heritages into a shared world.

Lore and observations

Race, Homeland and Profession or Education contribute different parts of a character's capabilities. A person's heritage does not settle their moral choices or replace the life they have lived.

People of the same heritage arrive with different occupations, convictions and experience. Work clothes, travelling equipment and individual choices make those differences visible.

At a glance

Category
World Lore
Reference
Setting and restoration
Rules version
Alpha v44
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Human, Elf, Dwarf, Goblin, Orc, Gnome, Giant and Hybrid adventurers bring distinct heritages into a shared world.

World Lore · Alpha v44 reference

Established reference

Details

Alpha v44 character choices include Human, Elf, Dwarf, Goblin, Orc, Gnome, Giant and modular Hybrid expressions. Race, Homeland and Profession/Education supply different capabilities. Read the mechanical choices in Player Options. A heritage or supernatural source does not decide a person’s moral choices.

Restoration and reach

The party initially travels mostly on foot. Recovered goods, reopened routes, rescued specialists and restored facilities make preparation options available. A livestock delivery can reopen a seller; a recovered workshop can provide repair access. A stronghold serves as a hub for storage, staff and preparation when its facilities are established.

At the table

Travellers of different peoples share a worktable, comparing the equipment and experience each brings.