Archimon

Highly intelligent and clairvoyant avians with a propensity for magicks.

Starting Stats
  • ATH - 7 (-2)
  • DEX - 10 (0)
  • INT - 16 (3)
  • SHF - 9 (-1)
  • VIG - 9 (-1)
  • WIL - 12 (1)
Racial Skill

Astral Projections: Archimons may predict the outcomes of each of their regular season matches before the season starts. For each that they are correct on, they gain an extra 1 XP.

Dwarf

Strong, sturdy folk born of the mountains.

Starting Stats
  • ATH - 10 (0)
  • DEX - 8 (-1)
  • INT - 10 (0)
  • SHF - 8 (-1)
  • VIG - 12 (1)
  • WIL - 15 (2)
Racial Skill

Grudgebearer: The dwarf does not forget those who have defeated them in battle. For every loss against their opponent this year and the past 3 years (e.g., in 2024, this would include games from 2021, 2022, 2023, and 2024), the dwarf gains a bonus of 0.2 points per starter. Because of everything at stake in the playoffs, playoff losses to your opponent will always count, regardless of the year, and will count as 2 losses. For the purposes of Grudgebearer, playoff games are defined as games needed to win to progress to or win the championship. For example, if the dwarf has lost to their opponent twice in the regular season and once in the playoffs over the past 3 years in a 9 starter league, they would gain 7.4 points (0.2 * 9 * 4)

Goblin

Rabid, crafty, and dumb. They live and organize in large clans.

Starting Stats
  • ATH - 12 (1)
  • DEX - 12 (1)
  • INT - 9 (-1)
  • SHF - 13 (1)
  • VIG - 10 (0)
  • WIL - 7 (-2)
Racial Skill

Greenskinz Unite!: Gain an extra 5th round pick in the startup draft (end of the round) or 10% bonus to budget for auction leagues, and a compensatory 1st round pick at the end of the round in each rookie draft. These picks cannot be traded. In the event there is more than one goblin, the order is based on the existing draft order.

Halfling

Halflings are homely, kind, and curious, but still find a way to get into trouble.

Starting Stats
  • ATH - 12 (1)
  • DEX - 13 (1)
  • INT - 9 (-1)
  • SHF - 12 (1)
  • VIG - 9 (-1)
  • WIL - 8 (-1)
Racial Skill

Incredible Luck: All of a halfling's players' scores are rounded up to the nearest whole number. If a Halfling plays a Minotaur, Incredible Luck and Lure of the Labyrinth will cancel out, and the Halfling's players' scores will not be rounded.

Human

The common race of the Free Folk.

Starting Stats
  • ATH - 10 (0)
  • DEX - 11 (0)
  • INT - 11 (0)
  • SHF - 10 (0)
  • VIG - 10 (0)
  • WIL - 11 (0)
Racial Skill

Adaptable: Humans receive full AP when they level up.

Minotaur

Proud and faithful, Minotaurs are also quick to anger.

Starting Stats
  • ATH - 12 (1)
  • DEX - 10 (0)
  • INT - 10 (0)
  • SHF - 8 (-1)
  • VIG - 12 (1)
  • WIL - 11 (0)
Racial Skill

Lure to the Labyrinth: All of your opponent's players' scores will be rounded down to the nearest whole number. If a Minotaur plays a Halfling, Lure of the Labyrinth and Incredible Luck will cancel out, and the Halfling's players' scores will not be rounded.

Troll

A lumbering, smelly, and insanely strong humanoid.

Starting Stats
  • ATH - 12 (1)
  • DEX - 7 (-2)
  • INT - 8 (-1)
  • SHF - 10 (0)
  • VIG - 17 (3)
  • WIL - 9 (-1)
Racial Skill

Imposing Presence: Trolls reduce their opponents' WIL by 2.

Vampire

Vampires are terrifying, but retain a dignified aura about them.

Starting Stats
  • ATH - 9 (-1)
  • DEX - 10 (0)
  • INT - 12 (1)
  • SHF - 11 (0)
  • VIG - 11 (0)
  • WIL - 10 (0)
Racial Skill

Kiss of the Vampire: Vampires receive +1 VIG, and their opponents receive -1 VIG.

Wood Elf

Reclusive, agile, and nature loving denizens of the deep forest.

Starting Stats
  • ATH - 10 (0)
  • DEX - 14 (2)
  • INT - 11 (0)
  • SHF - 10 (0)
  • VIG - 8 (-1)
  • WIL - 10 (0)
Racial Skill

Naturally Curious: Wood Elves gain an additional 1AP during rest if an activated skill was used against them the previous week.