Ancestry is important

In this campaign, ancestral identity is important. The initial attitude of most NPCs you encounter depends on your ancestry.

The default attitude is unfriendly, not indifferent. There are a couple of exceptions, generally speaking: Note that exception 2 does not override exception 1. (Humans aren't necessarily friendly with each other - since they hold most of the power, there is no reason to band together)
 * 1) the default attitude towards humans is indifferent (Humans hold most seats of power, and it seldom pays off to antagonize or kill a human)
 * 2) the default attitude towards members of your own ancestry is friendly (It pays off to have your brother's back, even if you've never met your kin before)

''Obviously you are encouraged to accept your team mates regardless of their ancestry. Racial diversity on your team is actually encouraged by the City Watch, since you are at a considerable advantage dealing with Dwarfs (for example) if you're a Dwarf yourself. If you decide against diversity, an all-Human team probably is the second best option.''

You are encouraged to create a monoracial character with no ancestral features from other races. Choose between the following, listed in the order of status each population group enjoys: Note: This is the default offering. Talk with your GM if you want to replace one of these ancestries as one of the prominent population groups of Mayra.
 * 1) Humans: Humans comprise the biggest population group and humans still occupy most if not all important seats of power
 * 2) Dwarves: Insular and hard-working, Dwarves are a distant second when it comes to influence and power in the city. Much organized crime is controlled by Dwarf clans
 * 3) Gnomes: in bygone days, gnomes were almost treated as equals to humans, but The Curse became their downfall. Still to this day, Gnomes are blamed for the necromantic winds that plague the city
 * 4) Half-Orcs: While a big strong half-orc can always find work as a manual laborer, the group remains shut out of political positions since their rebellion last century.
 * 5) Goblins: Goblins are still treated as unwelcome distrusted newcomers to the city, and most of them live in squalid cramped conditions
 * 6) Elves: Elves are considered strange and alien and are required by law to live in enclaves that are little better than ghettoes. On the flip side, the law seldom reaches into Elf enclaves, making them popular if unsavory dens of entertainment

''This is not meant to prohibit you from creating a mixed-ancestry hero, only to make it clear it is much more unproblematic to choose to play a human, say. Just because you're a hero you are not immune to prejudice, and since you are playing an officer of the law and not a murder hobo, the obvious solution is not always available :-)''

Mixed ancestry
This applies to any child exhibiting racial elements from parents of different ancestries (anything from visual looks to game elements such as traits, abilities, and ancestral feats). Out of the two core CRB heritages, half-elves are considered a mixed heritage between Humans and Elves while half-orcs on the other hand are considered its own distinct ancestry. All other options, including planar scions like tieflings and genasi, as well as "regular" half-breeds (for instance half-Halfling-half-Goblins) are considered mixed ancestry.

Mixed-ancestry creatures are generally shunned as outsiders (half-breeds, etc) by both ancestries. A Half-Elf is considered "just an Elf" by Humans, but often not a "true elf" by other Elves.

Mixed-ancestry offspring is comparatively rare. However, Mayra is such a great city that this still counts only as Uncommon (not Rare).