Playable Races
Brief overviews of the playable cultures and their gameplay traits. These are starting templates — roleplay can (and should) exceed mechanical labels.
Human (Roman Citizen)
Versatile and adaptable, excelling in civic life, trade, and warfare. Roman citizens navigate politics and command with ease.
Traits: Social Savvy, Adaptable
Abilities: Command Presence (bonus to leadership/diplomacy), Civic Access (hold/influence positions)
Minotaur (Labyrinth Born)
Powerful warriors, descendants of bulls and humans. Fearsome in combat and adept at navigating complex terrain like mazes or fortresses.
Traits: Strength, Resilience
Abilities: Bull Rush (knock enemies back), Labyrinth Sense (never get lost in complex terrain)
Centaur (Forest Guardian)
Half-human, half-horse, roaming the wilds as protectors of forests. Skilled archers and scouts, combining intelligence with equine speed and strength.
Traits: Strength, Agility
Abilities: Galloping Charge (powerful close-quarters attack), Forest Tracker (excellent movement and tracking in nature)
Harpy (Windborne Seeker)
Winged humanoids tied to storms and mountains. Skilled scouts and aerial warriors, perfect for reconnaissance and hit-and-run tactics.
Traits: Flight, Keen Senses
Abilities: Aerial Assault (bonus attacks from above), Skyward Scout (traverse terrain faster, spot hidden foes)
Nymph (Spirit of Nature)
Embodiments of rivers, springs, and forests. Wield natural magic to heal allies and manipulate the environment.
Traits: Nature Affinity, Healing
Abilities: Boon of the Wilds (heal allies), Elemental Ward (temporary elemental protection)
Cyclops (Titanic Brute)
Enormous one-eyed giants famed for strength and craftsmanship. Formidable in battle and expert siege engineers shaping the outcome of conflicts.
Traits: Strength, Endurance
Abilities: Crushing Blow (massive melee damage), Forge Mastery (craft/repair weapons faster), Intimidating Presence (reduce enemy morale)
