The Ten Lineages

Blood decides your stats, your instincts, and what you resist, but never your class, your loyalties, or how far you're willing to climb. Choose the body you'll spend morethan two hundred levels in.

Human

No edge, no penalty, no ceiling on where they end up
All attributes even

Humans carry no stat bonus and no stat penalty. They are the baseline every other lineage is a departure from. That evenness is its own kind of strength: no class or build is ever a poor fit for one, and steady hit point and movement growth make them forgiving for a first character.

Any weapon Common tongue

Elf

Grace and mind, at the cost of muscle
INT +2 DEX +1 STR −1 CON −1

Sharp-minded and quick-fingered, Elves lean hard into spellcasting. They have the largest mana growth of any of the "civilized" lineages sits behind that intelligence bonus. Infravision and a natural resistance to charm round out a people built for the archetypes that never touch a weapon.

Infravision Resists charm Elven tongue

Half-Elf

The bridge, built to fit almost anywhere
INT +1 DEX +1 CON −1

Half-Elves take the Elf's edge and file it down until almost nothing's left exposed. Mild bonuses to mind and reflex come with only a light constitution penalty in return, and gains across hit points, mana, and movement stay solid throughout. A quietly excellent all-rounder for anyone unwilling to commit to an extreme.

Infravision Resists charm, poison Elven tongue

Drow

Cunning that magic itself struggles to touch
WIS +1 DEX +2 STR −1 CON −1

The dark elves trade the surface Elf's raw intellect for wisdom and considerably sharper reflexes, and layer on something no other common lineage has: an innate resistance to magic itself. Fast, perceptive, and unusually hard to burn down with a spell.

Infravision Resists magic Drow tongue

Dwarf

Built low, built to last, built to sink
STR +2 CON +1 INT −1 DEX −1

The best hit point growth outside the Minotaur, innate saving throws, and a hard resistance to poison and disease make Dwarves close to unkillable through attrition, provided the fight stays on dry land. Movement is slower than most, and water is a genuine hazard, not just flavor text.

Infravision Vulnerable to drowning Dwarven tongue

Half-Dwarf

Sturdy, without the mountain's baggage
STR +1 CON +1 INT −1

Most of the Dwarf's resilience — the resistance to poison and disease, the solid frame, a touch of the same slow-wittedness — without the vulnerability to drowning or any penalty to reflex. A gentler, more flexible take on the same hardy stock.

Resists poison, disease Dwarven tongue

Hobbit

Gone before you've noticed they arrived
DEX +2 STR −1 CON −2

The fastest movement gain of any playable lineage, paired with innate sneak, detect hidden, and infravision built in from character creation, which are skills other archetypes have to train for. Poison and disease bounce off them too. But a Hobbit's frame is as slight as it looks — weaker and considerably more fragile than almost anything else on two legs — so staying unseen isn't a stylistic choice, it's the whole strategy.

Innate sneak Detect hidden Halfling tongue

Gnome

Frail hands, cheap spells
INT +1 WIS +1 STR −2 CON −1

Gnomes cast on a discount. Their innate low mana cost means every spell goes further than it does for anyone else, and pair it with the second-best mana growth of the common lineages. The cost is the frailest build outside a Faerie: don't expect them to survive what they didn't see coming.

Infravision Cheaper spells Gnomish tongue

Minotaur

A wall with horns and a grudge
STR +2 CON +2 INT −2 WIS −1

The single largest hit point gain of any playable lineage, an innate charge attack, and a natural resistance to poison, Minotaurs are built for archetypes that plan on being hit a lot and not much minding. The trade is a steep penalty to both mental attributes — intellect worst of all — which every caster class feels immediately.

Charge Resists poison Common tongue

Faerie

Barely there, and hard to pin down
INT +3 WIS +2 DEX +1 STR −2 CON −2

Nothing else in Dark Hope grows mana or movement faster, and true flight is theirs from level one. An innate resistance to nonmagical attacks means steel struggles to land, but a Faerie's hit points barely grow at all, and once something does connect, or a spell gets through, there's very little body left to absorb it.

Flight Resists nonmagical attacks Pixie tongue
Building A Character

Blood is the setup, not the story

Every lineage above is playable with every class; while a Minotaur Mage is a rougher road than a Gnome Mage, it's never a closed one. Stat bonuses shape the early game; two hundred levels of specialization trees decide the rest.