11: Common Folk (Human): Versatile and adaptable beings, known for their ambition and short but impactful lives. Gift: +1 to any two attributes of your choice. Second: Choose any one Trained skill. Third: Once per session, succeed at any non-magical task a common person could do. 12: Cozy-Folk or Cozies (Halfling): Small bodies hiding large appetites and larger courage. Gift: +1 DEX, +1 CHA, Size Small. Second: Comfort’s courage - immune to fear when defending home/friends. Third: Lucky fool - when you roll a Folly (20), treat it as merely a failure. 13: Star Children (Elf): Insufferably graceful, blessed by ancient pacts. Gift: +1 DEX, +1 INT, always trained with bows. Second: Fey luck - reroll one die per session. Third: Timeless - immune to aging, disease, and sleep effects. 14: Stoneborn (Dwarf): Carved from mountain hearts, union-strong. Gift: +2 CON, smell precious metals within 100’. Second: Stone endurance - Advantage on Resilience, +2 armor vs bludgeoning. Third: Craftmaster - anything you make is unbreakable by normal means. 15: Green-Blood (Orc): The old rage burns in your veins. Gift: +2 STR, +1 CON. Second: Battle fury - when wounded, gain +2 damage. Third: Relentless - keep fighting for one round after reaching 0 HP. 16: Gerblin: Small, green-skinned creatures known for their mischievous nature. Gift: +2 DEX, Size Small. Second: Trap sense - automatically detect traps within 10’. Third: Explosive expert - craft bombs from common materials (1d10 damage).