The 6th World Book of Beginings, details sixteen playable races including Humans, Elves, Dwarves, Mer and Dragons. Thirty paths await the adventurer from Artisian to Wandering Mystic and sixteen optional modifiers like Auspicious Birth, Magi, and Avatar. Using only a single die, the D20, (though not with the game mechanics of the Wizards of The Coast® d20™ system), characters have a set of attributes, skills, and traits, (abilities such as magick or one's psionic potential), which are used via die checks when performing tasks like repairing a car, picking a lock or... a contest to compare relative ability between characters.
A simple gameplay snippet:
In the heat of the moment, fighting over a briefcase full of poisoned smack, Winston kicks the steel case across the room. The dealer wants to get away at all costs and makes a break for the door of the warehouse. This kind of meeting always happens at warehouses and that's why the doors are so far away. It's 100 meters to the nearest exit to be precise. It's a big warehouse.
Winston, figuring he can come back for the briefcase, gives chase. The Historian decides the contest will be Dexterity + Running
. The Dealer, used to running for his life, has a Dexterity of 8 and a Running of 3 he rolls a 14 for a total of 25 not bad. Unfortunately Winston is a Hunter and even though he doesn't have quite the skill of his opponent he does have a raw advantage of his Dexterity at 13 with a roll of 13, total 26. The Historian keeps the dealers roll of 25 to himself leaving it to narrative to inform Winston of his success.GLOSSARY
Artisan - Though the strife and degradation of the cataclysm some spark of hope has survived. Those that were held back have never given up their dreams. Often rejected by others, the Artisans, accused of foolishness in times of need, they are also the providers of light in dark times. Paintings to life the spirit songs that move the soul, as some may ridicule the gifts of an artist they are the only joy we will find in this life.
Auspicious Birth - Some strive for greatness. Others are born with it. Be it that the stars were in alignment or a coven of twelve each blessed you at birth, whatever the reason there is something special about you.
Avatars - There are few out there, the chosen, following the call of some greater power to act as messenger, hand and arbiter of their will. The Avatar directly channels the will and might of his sovereign lord. The Avatar is the embodiment of one or more aspects of a single deity. (Note: For ease on names of possible deity choices are listed only aspects that can be represented.) As such his Deity has as much or little control over his life as he wants. Sometimes a subtle hint here or there others a direct command and a waking nightmare of visions. The Deity’s relation with the character should be well discussed between the Historian and Player. The player is more than likely committing to a game of very little control or a rebellious life (see Fallen) and once again with modifiers like Avatar the Historian should feel free to limit prohibit or ban as he sees fit.
Dexterity - Attributes represent the core abilities of a character. They are a base for most checks or contests characters will perform.
Dragons - There have always been stories for they, Dragons, have always been here. Rarest, or better to say most elusive of creatures even before the time of man. When they took flight the sky was their domain. I cannot describe their looks to you for each is so different
Dwarves - one of the many races who dwell within the Underworld seem to move with the economy. Many can be found working within the major trade cities contracted out by their government. Oh, on a small note ninety-seven present of all Dwarves work for The Underworld Confederated Dwarven States, a military alliance. They say that every Dwarf knows techniques of harnessing their spirit into there work whatever it may be. This gives them a slight edge in trade cities whether it’s true or not.
Elves - As a culture Elves have developed a complex caste system to define and hold traditions together. Within the North Am. Territories the Elvin hierarchy has been stratified, with only three distinct tribe’s verses the thirty-six clans of Eurasia. As it stands the tribes are as follows. Keepers of Knowledge the See-Soo-Questin are spiritual leaders and mediators of dispute; in any Elvin city they hold two seats in a conclave. Keepers of the Hunt Wen-Soo-Questin protect the lands and laws of Elvin society; in any Elvin city they also hold two seats in a conclave. The Forger, Wen-Moi, questioner, explorer and seeker of lore, the Forger holds the final seat of an Elvin conclave. A traditional Elvin conclave keeps sixty-six members and is considered the smallest possible number to begin a new community. Many See-Soo-Questin live as scholars and educators holding traditions and law their trust. They are refined and mostly keep to cities rarely traveling without some protection. This restrain has earned them a reputation for being arrogant or snobbish but this is rarely grounded in fact. Wen-Moi, originally pioneers and explorers the Wen-Moi are questioners many tend to leave their homes early to explore the facets of other cultures. Many even as adults are nomadic vagabonds. Commonly Elves stand between two to two and a half meters, with slender frames and acute features. Their completion runs from a very pale milk to deep browns and olive or light green.
Humans - In the time before, humanity was given one pure chance to make a change. To live as they were always meant to live. It is true many things changed under the rule of humanity. It is also true that very few of these changes were positive. Humanity as a whole wreaked havoc on the world, causing more pain in their time than any other before them. As such, Humanities’ time has come, and it has gone. A race forsaken by their gods, forsaken by their world and forsaken by their very nature, man has been lost.
There are those that believe that in this new era; humanity has come to a new level of comprehension and that the minds of almost every human now tap into what may be their true potential. If this has brought a new understanding to the race, it has yet to be seen.
Within the new cities of the world, humanity is forced into the shadows to find shelter. Brushed aside by those who were once forced into hiding to allow this fledging race a hope of survival. Many are still embittered by the acts of humanity as a whole.
What they did not realize is the resilience of these people. Many of the Cataclysm survivors have banded together to form camps outside the new cities or forged new paths into these towns regardless of the mainstream’s disposition towards humanity.
Inside trade cities like Dor-E’an many humans sell themselves into work camps or other similar programs. Some though avoid this life sentence making due with whatever work they can find.
With each year the tolerance and understanding of humanity grows ever so slightly.
Magi - The great art opens before you. The very fabric of reality is tied to your spirit, well it’s tied to everyone’s, and fortunately you know this and how to use this bond. For some it is the trappings of magick that entice them, for you however there was never a choice, as its essence seems to guide your every action. Not every character with this racial modifier need take a mystickal path but with very little study those born as a natural Magi can wield great power.
Magick - Called the great art by some, in the simplest terms it is the enforcing of ones will over reality by use of methods and practices developed eons ago. The spelling, Magick is to avoid confusion with stage illusion.
Mer - It must be clarified that the Mer people as a whole are actually comprised of several different undersea races all so closely related that over the years the interbreeding has lead to many varied and different sub-cultures. Unfortunately many are unable to truly explore or enjoy the true splendor of there cities. More so the only contact many of the surface will ever meet are the uneducated laborers, their merchant supervisors and wanderlust children.
Wandering Mystic - The general public sees the martial arts as a way to tone and develop the body. The wandering mystic sees the martial disciplines as a way to tone and develop the self. Studying for years perfecting technique and learning the inner philosophy of their style. Often times traveling the world searching for insight and understanding.
Running - If you got to get up and go this is your skill. The character may choose from one of three types of movement running, swimming and flying. This skill does not confer the ability to fly.

