Races & Looks
Every adventurer is assembled from the wizard's modular flesh-looms: pick a race, a build, a skin tone, hair and (for the bearded races) facial growth. What you wear changes what the world sees — leather reads as a skirmisher's kit, cloth as vestments, plate as a wall with opinions.
Human
The Heartland's founding stock — the wizard's first "guests." Adaptable, ambitious, and convinced every problem is a negotiation that hasn't started yet. Five skin tones, the widest wardrobe of hair in the valley, and beards from stubble to storm-front.


Skin tones





Orc
Planar conscripts who outlived the armies they were stolen for. Broad, loud, loyal to a fault and fond of anything that can be arm-wrestled. Green to violet hides, tusks that enter the room first.


Skin tones





Dwarf
Deep-delvers pulled through with their mountain still in their bones. Six hides from forge-tan to duergar-pale, and the only race whose beards have their own color wheel — blue, green, orange and pearl included.


Skin tones






Customization at a glance
| Race | Skin tones | Faces | Hair styles | Hair colors | Facial hair |
|---|---|---|---|---|---|
| Human | 5 | 5 | 10 (m) / 12 (f) | Brown, Black, Blonde, Gray | 8 styles (male) |
| Orc | 5 | 5 | 5 | Brown, Black, Blonde, Gray | 4 styles (male) |
| Dwarf | 6 | 5 | 6 | Blonde, Black, Blue, Green, Gray, Orange, Pearl, Red | 4 styles (male) |
Armor on your character reflects what you equip: leather gear shows the ranger's kit, cloth shows vestments and robes, and metal shows plate. Your face stays yours through all of it.