Introduction
Choose a WFRP 4e species for the stories, relationships, and pressure it puts in front of your character, not because you expect it to solve every future problem.
The Core Rulebook offers five player-character species: Human (Reiklander), Dwarf, Halfling, High Elf, and Wood Elf. Each has its own Characteristics, Skills, and Talents. Each also changes what it means to be an adventurer in the Old World. A local Human may know the customs everyone assumes. A Dwarf brings clan, craft, and long memory. A Halfling has a community everywhere the party stops. A High Elf or Wood Elf walks into a scene carrying other people's expectations before saying a word.
This guide compares all five, then covers how to build a Dwarf, a High Elf, and a Wood Elf. Humans and Halflings have their own guides, linked in their sections below.

Hot Take
Pick the species that gives you a complication you are willing to play, not the one with the best column on the Attributes Table.
A Human can be trapped by a local expectation. A Dwarf can be tested by a promise. A Halfling can have family everywhere. A High Elf can be pulled between duty and independence. A Wood Elf can be far from the forest that makes sense of them. Those pressures create decisions. An Elf picked for Initiative 40 and nothing else is just a fast character with no reason to be in the room, and zero starting Fate means the dice will point that out quickly.
Start With The Campaign, Not The Character Sheet
Ask the GM three questions before you choose:
| Ask this | Why it matters |
|---|---|
| Where does the campaign begin? | A Reikland town, river route, forest edge, or distant road changes who feels familiar and who draws attention. |
| How much does the campaign use local society? | Status, family, work, religion, trade, and community matter more in some games than others. |
| How unusual should the party feel? | A mixed group can be excellent, but the table should agree whether that difference is a hook, background color, or a recurring problem. |
The Core Rulebook encourages the group to discuss the kind of party it wants before character creation, and species is part of that conversation. A character does not need to represent an entire people. They need a credible reason to be here, a reason to work with the party, and a few details the GM can bring into play.
Choose Or Roll?
You can pick a species, or roll 1d100 on the Random Species Table and gain +20 XP for accepting the result. The table is heavily weighted: 01 to 90 is Human, 91 to 94 Halfling, 95 to 98 Dwarf, 99 High Elf, and 00 Wood Elf.
Choose when you have a concept, party role, or campaign connection you want to explore. Roll when you want a prompt that may surprise you. Treat the bonus as a reward for embracing uncertainty, not as a reason to play a character you do not want. Enthusiasm for the concept will do more for the campaign than 20 XP.
The Five Species Compared
Every Characteristic is 2d10 plus the species value below. High Elves and Wood Elves share a column.
| Starting value | Human | Dwarf | Halfling | Elf (High or Wood) |
|---|---|---|---|---|
| Weapon Skill | +20 | +30 | +10 | +30 |
| Ballistic Skill | +20 | +20 | +30 | +30 |
| Strength | +20 | +20 | +10 | +20 |
| Toughness | +20 | +30 | +20 | +20 |
| Initiative | +20 | +20 | +20 | +40 |
| Agility | +20 | +10 | +20 | +30 |
| Dexterity | +20 | +30 | +30 | +30 |
| Intelligence | +20 | +20 | +20 | +30 |
| Willpower | +20 | +40 | +30 | +30 |
| Fellowship | +20 | +10 | +30 | +20 |
| Fate | 2 | 0 | 0 | 0 |
| Resilience | 1 | 2 | 2 | 0 |
| Extra Points | 3 | 2 | 3 | 2 |
| Movement | 4 | 3 | 3 | 5 |
Wounds are Strength Bonus plus twice Toughness Bonus plus Willpower Bonus for every species except Halflings, who leave out Strength Bonus and start with the Small Talent. Extra Points are split between Fate and Resilience as you choose.
The Elf column looks strong, and the book says so in a sidebar called "Wait! That's not Fair!" It also points out that each species has advantages and disadvantages at every stage, some not obvious. Elves start with no Fate or Resilience before Extra Points, which matters the first time a blow should have killed them. Humans get the most Fate, tie with Halflings for the most Extra Points, and roll three Random Talents that can land on something unexpected.
Species Skills And Talents
From your species list you choose 3 Skills at 5 Advances and 3 at 3 Advances. Where a Talent entry offers a choice ("X or Y"), you pick one. Random Talents come from the Random Talents table. Every character already speaks Reikspiel.
| Species | Skills | Talents |
|---|---|---|
| Human | Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow) | Doomed; Savvy or Suave; 3 Random Talents |
| Dwarf | Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (any one) | Magic Resistance; Night Vision; Read/Write or Relentless; Resolute or Strong-minded; Sturdy |
| Halfling | Charm, Consume Alcohol, Dodge, Gamble, Haggle, Intuition, Language (Mootish), Lore (Reikland), Perception, Sleight of Hand, Stealth (Any), Trade (Cook) | Acute Sense (Taste); Night Vision; Resistance (Chaos); Small; 2 Random Talents |
| High Elf | Cool, Entertain (Sing), Evaluate, Language (Eltharin), Leadership, Melee (Basic), Navigation, Perception, Play (any one), Ranged (Bow), Sail, Swim | Acute Sense (Sight); Coolheaded or Savvy; Night Vision; Second Sight or Sixth Sense; Read/Write |
| Wood Elf | Athletics, Climb, Endurance, Entertain (Sing), Intimidate, Language (Eltharin), Melee (Basic), Outdoor Survival, Perception, Ranged (Bow), Stealth (Rural), Track | Acute Sense (Sight); Hardy or Second Sight; Night Vision; Read/Write or Very Resilient; Rover |
For how these combine with career Skills and Talents, see the WFRP 4e Character Creation Guide.
Campaign Angles At A Glance
| Species | Strong starting angle | A useful campaign question |
|---|---|---|
| Human | A local life in the Empire or a wide-ranging personal ambition | Which town, family, employer, faith, or obligation knows you? |
| Dwarf | Craft, clan, honor, and a long view of promises | What skill, grudge, ancestor, or displaced community still matters to you? |
| Halfling | Community, hospitality, family, trade, and a practical social network | Who feeds you, knows you, or expects you home? |
| High Elf | A long-lived outsider connected to trade, travel, or diplomacy | Why are you in the Old World rather than somewhere more familiar? |
| Wood Elf | A rare traveler from a forest-bound culture that distrusts outsiders | What brought you beyond the forest, and what would make you return? |
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Humans
Humans are the most numerous and widespread of the Old World's civilized species. The Core Rulebook's default Human is the Reiklander: from the richest, most cosmopolitan region of the Empire, largely devoted to Sigmar, and seen by outsiders as arrogant meddlers. The book also notes that more Humans fall to corruption than any other species.
Human is a strong choice when you want the starting town to feel personal from the first scene. You can be from there, work for someone nearby, owe money to the wrong person, or have relatives who will hear about your decisions before the next coach arrives. Give the character one local connection and one reason it has become inconvenient.
The WFRP 4e Human Guide covers Reikland roots, careers, ambitions, and party ties in detail.
Dwarfs
A great WFRP 4e Dwarf is not defined by being angry, stubborn, or armed with an axe. They are defined by what they take seriously enough to keep their word when it costs them.
The Core Rulebook describes Dwarfs, or Dawi, as gruff and stubborn, with culture built around craft, clan, ancestors, and honor. Most live in mountain Holds, but larger Reikland towns and the capital have Dwarf enclaves. Many Reikland Dwarfs descend from people driven out of Fallen Holds and still think of themselves as Dwarfs of the Grey Mountains, even if some have never seen a hill. Dwarfs can live for many centuries. Mechanically, they start with the best Toughness and Willpower of any species, the lowest Agility and Fellowship, and Magic Resistance, Night Vision, and Sturdy as fixed Talents.
Start With What Your Dwarf Belongs To
Decide which community matters to your Dwarf before choosing a career. The answer gives the GM people, places, and obligations.
| Connection | Useful character question |
|---|---|
| A mountain Hold | What made you leave, and what would make you return with pride? |
| A Reikland enclave | Who knows your family, work, or reputation in town? |
| A clan | Which ancestor, relative, or inherited duty do you still answer to? |
| A craft | What standard of work will you not compromise, even under pressure? |
| A displaced community | What was lost, and what responsibility did that loss create? |
A Fallen Hold ancestry does not have to mean tragedy. It can be a recipe, a craft tradition, an old route, a family business, a difficult relative, or a promise to make a new home worth keeping.
Make Craft More Than A Background Detail
The book says Dwarf culture respects skill in crafting, chiefly stonework, smithing, and engineering, and that some Dwarf devices are mistaken for magic by simpler folk. Every Dwarf also gets a Trade Skill option on their species list. Let the craft set what the character notices and distrusts:
- A stoneworker notices an unsafe foundation, a false wall, or a repair done too quickly.
- A smith recognizes whether a tool, lock, or weapon was cared for by someone competent.
- An engineer asks how a device works before anyone else asks why it is smoking.
- A jeweler understands value, workmanship, and the social meaning of a gift.
- A miner has opinions about tunnels, equipment, and when the floor is trying to kill everyone.
Add a personal link: a master you disappointed, a family technique you protect, a commission you never finished, or a rival who claims the better work was theirs.
Honor Is A Decision Tool
The book describes Dwarfs holding grudges for years, even inheriting their ancestors' grudges, and says a Dwarf's friendship, once given, is absolute. That can make the game richer if you set limits. Before session one, write three lines:
- I keep my word when... name the kind of promise your Dwarf treats as binding.
- I can forgive... name the apology, repair, or change that can settle a wrong.
- I will not endanger the party over... draw the boundary that keeps a grudge from taking over.
That gives you grounds to accept a hard bargain, defend an ally, demand a fair correction, or refuse an easy betrayal, and room to grow when someone earns respect. A Dwarf does not need a grudge to carry weight. Protecting a craft, caring for a clan member, or rebuilding after loss is just as serious and gives the party something to support.
Dwarfs And Elves In One Party
The book says many Dwarfs have the Animosity (Elves) Psychology trait because of the War of Vengeance, admits this can cause unhelpful tension in mixed parties, and suggests you may prefer to ignore it between party members.
| Approach | Best use |
|---|---|
| Background history | The tension exists in the world but does not dominate party scenes. |
| Light recurring banter | Players want a familiar bit and agree it never blocks cooperation. |
| A resolved shared history | The characters already chose to trust one another. |
| No party version | The table keeps it for NPCs only. |
The party has real problems. It does not need help inventing more while the coach is already on fire.
Why Your Dwarf Is On The Road
Give your Dwarf a concrete reason to leave clan or community:
- You are delivering something whose destination matters more than its apparent value.
- A family obligation sent you to deal with a problem no one else wanted.
- You need money or information to protect a community back home.
- You are searching for a person, place, or proof connected to an old promise.
- You chose a life beyond the enclave and intend to prove it was not a mistake.
"I promised my aunt I would find the person who sold her bad iron, and the trail leads through this town" is something the GM can use next week.
Dwarfs And Magic
Dwarfs cannot cast spells, though their runesmiths carve artifacts with runes that harness magical power. Decide how your character feels about magic and the people who use it. Perhaps they trust only craft that can be inspected, respect runesmithing as a family tradition, or have been helped by a wizard and are still not happy about it. Let that create conversations, not a refusal to cooperate with every magical character.
Halflings
Halflings are everywhere in the Reikland: in service work in every town, staffing inns and running farms in villages, and packed into Altdorf's Haffenstadt district. The Core Rulebook describes them as communal, living in close family groups, keen on tracing lineage, and short on respect for personal space and private property. They start with strong Ballistic Skill, Dexterity, Willpower, and Fellowship, weak Weapon Skill and Strength, Movement 3, fewer Wounds, and the Small Talent.
That gives a Halfling one practical strength: people. A cousin, an old workmate, an innkeeper, or a food seller can open doors in a new place. Name the person who would be happiest to see you and the one least pleased when you arrive.
The WFRP 4e Halfling Guide covers community, work, hospitality, and reasons to travel in detail.
High Elves
What defines a great WFRP 4e High Elf is a reason to stay involved in the surrounding world rather than stand above it.
The High Elves, or Asur, come from Ulthuan, a magical island west of the Old World. The Core Rulebook calls them a relatively common sight on Reikland rivers: Altdorf and Nuln both have sizeable districts of High Elf merchants shipping goods down the Reik through Marienburg to the sea, alongside diplomatic entourages and support staff. Reiklanders see them as aloof, alien, beautiful, and arrogant. The book adds that Asur society uses ritual and discipline to hold strong emotions in check, that some Asur still crave wild adventure, and that other peoples call the seafaring traders and diplomats "Sea Elves". The long civil war at home, the kinstrife, is not something they discuss with outsiders.
Begin With The Reason You Stayed
Choose one reason with an immediate consequence in the campaign.
| Reason to be here | A useful question |
|---|---|
| Merchant work | What shipment, agreement, or business relationship has become complicated? |
| River travel | Who was meant to meet you, and why did they fail to appear? |
| Diplomatic duty | What tension are you expected to smooth over without causing a larger problem? |
| Personal investigation | What rumor, letter, artifact, or person pulled you away from home? |
| Self-chosen exile | What did you refuse, lose, or leave behind? |
| A promise | Who asked for your help, and why can you not walk away now? |
"I seek experience" is a mood. "I was sent to find out why a partner's river shipment never reached Altdorf" gives the GM a question, a place, and a person who may not want your attention.
Use The River As An Anchor
You do not have to play a merchant, but the river connects a High Elf to a ship's crew or vanished captain, a trade partner with an embarrassing problem, a letter that must reach the right person, or a port district where someone knows your employer. That makes the character connected to a network with needs and consequences, not automatically wealthy. The species Skill list backs this up with Sail, Swim, Navigation, and Evaluate.
Discipline Does Not Mean Emotional Absence
Choose one emotion or value the character manages carefully, and what tests it:
| Controlled pressure | What can test it? |
|---|---|
| Pride | Being dismissed, patronized, or proven wrong |
| Grief | Seeing a place or person echo a long-ago loss |
| Curiosity | A mystery that should be left alone |
| Duty | A promise that conflicts with the party's immediate safety |
| Affection | Growing attached to people the character expected to leave behind |
| Anger | Witnessing cruelty, waste, or a preventable betrayal |
A High Elf who never changes expression gives the table nothing to respond to. One who knows exactly when restraint matters, and when it breaks, creates decisions.
Let Other People's Assumptions Be A Starting Point
Decide how your High Elf reacts when someone gets them wrong. They might correct people with formal patience, lean into the expectation because distance is useful, quietly work to seem practical, or resent being treated as a symbol. Then give the party evidence of who they are: show up when promised, share useful information, take a risk for someone, admit when a local custom confuses them.
Choose A Career With A Human Scale
Pick work that answers "what can this person do when the party needs help right now?" A trader who knows when a deal hides a lie. A sailor who understands routes and cargo. A scholar or diplomat who can read a letter or a social custom. An entertainer who can hold a room but not necessarily its trust. Then add a complication: a compromised employer, a closed route, or formal training that is useless among people who ignore the expected rules.
Make A Party Commitment Before Play
An outsider needs an explicit reason to stay. Agree with the other players who earned your respect first, what shared problem cannot be solved alone, and what promise would make leaving the party unbearable. Professional trust, shared evidence, a debt, or mutual protection all work. "These people are convenient until my real story starts" does not.
Wood Elves
A great WFRP 4e Wood Elf has seen a threat worth leaving the forest to confront, and explains enough of it to be worth travelling with.
The Core Rulebook calls Wood Elves a rare sight in the Reikland. A few Elves stayed in the Old World after the War of the Beard and withdrew into magical forests, and over three thousand years of isolation, hardship, and war left them culturally very different from High Elves. Their society is entwined with nature and forest spirits, hidden behind illusions, and distrustful of conventional civilization. When they do cross their borders, the book says it is usually for war. Mechanically they share the Elf column with High Elves, but their Skills lean toward Athletics, Climb, Stealth (Rural), Track, and Outdoor Survival, and they get Rover.
Athel Loren And Laurelorn
Two kiths are most often seen in the Reikland, and the book treats them as different starting pressures.
| Kith | What the book says | Table behavior |
|---|---|---|
| Asrai of Athel Loren | Xenophobic, secretive, rarely leave. After a prophecy of the forest's possible death, tattooed kinbands were sent out to hunt its enemies, and an individual may join others fighting a greater evil. | Observe first, act precisely, reveal only what the group needs until trust is earned. |
| Eonir of the Laurelorn | Engage in politics and mix with others to protect themselves. A delegation camps in the Amber Hills south of Altdorf, and its members wander the Reikland, often as hunters or entertainers. | Treat alliances as necessary work, even with people you do not fully approve of. |
A character who left for personal reasons can question what they were taught without assuming every outsider is wiser. You do not need to explain every historical detail at the table. You need to know whether your character sees the party as an alarming exception, a necessary alliance, or a test of an inherited belief.
Give The Character A Mission That Needs The Party
| Mission | Why the party matters |
|---|---|
| Investigate a spreading threat | The group has local knowledge, access, or skills you lack. |
| Protect a border or route | The party can reach places your forest connections cannot. |
| Follow a warning or omen | You need other perspectives before deciding what it means. |
| Hunt someone or something | The trail runs through settlements where you cannot act alone. |
| Honor a fragile alliance | Your presence proves good faith, and the party helps make it real. |
| Recover information or an item | The group is already tangled in the same problem. |
Avoid a mission that only works if the Wood Elf controls every decision. The party is not an escort for your real story.
Let Isolation Create A Point Of View, Not A Wall
Choose one belief and one exception:
- Belief: "Settlements consume more than they understand." Exception: "This community is trying to protect what is left."
- Belief: "Outsiders speak too quickly and remember too little." Exception: "This party kept a promise that matters."
- Belief: "Forest safety comes before distant politics." Exception: "The danger has already crossed the boundary."
- Belief: "Trust must be earned slowly." Exception: "One companion acted before asking what it would cost them."
A fixed rejection of everyone outside the forest gets repetitive fast. A guarded person learning who deserves trust creates scenes.
Make The Character Useful In Towns
Give your Wood Elf a role when the campaign enters a street, inn, or river town. They might read a crowd the way they read movement in a forest, notice who is following the party, have learned enough local trade practice to work without a handler, or have one local contact from an earlier journey who is now in trouble. The Laurelorn habit of working as entertainers fits the shared Entertain (Sing) Skill.
Build Trust Before The First Crisis
Agree with the group which party member first convinced you cooperation was worth the risk, what part of your mission is impossible without them, and what would make you choose their safety over a retreat toward home. A rare outsider who has chosen the party becomes interesting every time the group tests that choice.
Make Species Work With The Party
Whatever you choose, finish with these four answers:
- Who in the party knew me first, or why do I trust them now?
- What local person, place, group, or obligation ties me to the campaign?
- What assumption might strangers make about me, and how does my character respond?
- What will make me stay when the adventure becomes costly?
These questions keep culture from becoming a costume that never affects a decision. One concrete relationship is more useful than ten pages of lore you cannot bring into the next scene.
Where To Go Next
Read the WFRP 4e Human Guide for a Reikland-focused character or the WFRP 4e Halfling Guide for a community-and-travel approach. Return to the WFRP 4e Character Creation Guide for the full nine-step process.
Where To Go From Here
Species and career are one decision in two parts, so the WFRP 4e Careers Guide is where this choice becomes a character. The Skills and Talents your species just handed you are explained in the WFRP 4e Skills Guide, including which ones are worth advancing early. If you want to know what a Dwarf, Halfling or Wood Elf is walking into the moment they reach a Reikland town, the WFRP 4e Lore Guide covers the Empire's attitude to outsiders.
Source Scope
This guide is based on the species section and the Attributes Table in Chapter 2: Character of the WFRP 4e Core Rulebook, plus the species Skills and Talents lists. It reproduces the starting values and species lists so the species can be compared, but not the career tables, Talent entries, or rules text. Consult the Core Rulebook for complete character-creation procedures.


