I've not been really happy with the character races for Fantasy Age as I did them some posts above. There's just so many possible benefits for each race that there is just as much culture as physical abilities in them. So here's a revised version that accounts for the vastly different cultures of the various tribes of the Ancient Lands.
Backgrounds in Fantasy Age consist only of a single focus which doesn't really do much to differentiate characters with different origins, especially when there's already differences between the tribes. So instead of chosing one of two possible focuses as part of your race, characters automatically get both. Which I think works better for physical traits than picking only some from a list.

Elf
  • Add 1 to your Dexterity ability.
  • You get both the Dexterity (Stealth) and Perception (Seeing) focuses.
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.
  • Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from one of the following tables for additional benefits.


Eylahen
The Eylahen inhabit the vast temperate forests in the lands of Valarn and Keltir.

2d6 Eylahen Benefits
2 +1 Accuracy
3-4 Weapon Group: Bows / Accuracy (Bows)
5 Perception (Tracking)
6 Strength (Climbing)
7-8 +1 Perception
9 Willpower (Courage)
10-11 Perception (Hearing)
12 +1 Willpower

Keyren
The Keyren tribe lives on the islands of Halond in the Northern Sea, but they also have several smaller settlements on the mainland in Revand. They are known in the other regions of the Ancient Lands as a tribe of great sailors who come to trade with port cities throughout all the Inner Sea and the Northlands.

2d6 Keyren Benefits
2 +1 Communication
3-4 Communication (Persuasion)
5 Communication (Bargaining)
6 Constitution (Swimming)
7-8 +1 Intelligence
9 Intelligence (Navigation)
10-11 Perception (Hearing)
12 +1 Perception

Neshanen
The Neshanen live on the coast of Senkand, where they have many major port towns with some of the greatest palaces in the Ancient Lands, and they are also known for allowing sorcerers among their leaders.

2d6 Neshanen Benefits
2 +1 Communication
3-4 Communication (Persuasion)
5 Dexterity (Crafting)
6 Intelligence (Research)
7-8 +1 Intelligence
9 Willpower (Self-Discipline)
10-11 Perception (Hearing)
12 +1 Perception

Ruyaki
The Ruyaki are a small tribe of dark elves who live in the barren land of Baikat between the Red River and the Mahiri Jungles.

2d6 Ruyaki Benefits
2 +1 Accuracy
3-4 Perception (Tracking)
5 Dexterity (Acrobatics)
6 Dexterity (Riding)
7-8 +1 Perception
9 Willpower (Courage)
10-11 Perception (Hearing)
12 +1 Willpower

Yagashi
The Yagashi dark elves inhabit the Mahiri Jungles and have both several important port towns and great temple cities deep in the jungles.

2d6 Yagashi Benefits
2 +1 Communication
3-4 Strength (Climbing)
5 Communication (Deception)
6 Dexterity (Acrobatics)
7-8 +1 Perception
9 Perception (Tracking)
10-11 Perception (Hearing)
12 +1 Willpower

Human
  • Add 1 to your Constitution ability.
  • You get both the Constitution (Running) and Communication (Persuasion) focuses.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from one of the following tables for additional benefits.


Amakari
The Amakari are a small tribes of barbarians who live on many of the small islands of Suvanea in the Inner Sea. They are exceptionally tall and strong compared to other humans and sometimes work as sailors on Keyren ships.

2d6 Amakari Benefits
2 +1 Fighting
3-4 Accuracy (Brawling)
5 Constitution (Swimming)
6 Weapon Group: Spears / Fighting (Spears)
7-8 +1 Strength
9 Strength (Might)
10-11 Constitution (Stamina)
12 +1 Willpower

Kaska
The Kaska make their homes hidden deep within the Witchfens and are rarely seen by other tribes unless they come to raid the neighboring regions. Within their homeland they are ruled by powerful witches.

2d6 Kaska Benefits
2 +1 Dexterity
3-4 Dexterity (Stealth)
5 Perception (Tracking)
6 Strength (Intimidation)
7-8 +1 Perception
9 Willpower (Courage)
10-11 Constitution (Stamina)
12 +1 Fighting

Mari
The Mari live in the far northern land of Venlad, surviving in the harsh environment by fishing, seal hunting, and herding reindeer.

2d6 Mari Benefits
2 +1 Dexterity
3-4 Communication (Animal-Handling)
5 Perception (Seeing)
6 Perception (Tracking)
7-8 +1 Perception
9 Strength (Climbing)
10-11 Constitution (Stamina)
12 +1 Willpower

Vanyar
The Vanyar are the hill people of the Akai Mountains, who in recent centuries have begun to often travel in the surrounding lowlands of Baikat and Valarn.

2d6 Vanyar Benefits
2 +1 Fighting
3-4 Strength (Climbing)
5 Accuracy (Brawling)
6 Weapon Group: Bows / Accuracy (Bows)
7-8 +1 Perception
9 Willpower (Courage)
10-11 Constitution (Stamina)
12 +1 Strength

Kaas
  • Add 1 to your Strength ability.
  • You get both the Strength (Climbing) and Strength (Jumping) focuses.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from one of the following tables for additional benefits.


Brana
The Brana inhabit the northern forest of Yakun, living in many small and mostly independent villages.

2d6 Brana Benefits
2 +1 Fighting
3-4 Willpower (Courage)
5 Accuracy (Brawling)
6 Perception (Tracking)
7-8 +1 Constitution
9 Strength (Intimidation)
10-11 Strength (Might)
12 +1 Perception

Vashka
The Vashka live in the Rayalka Mountains of northern Yakun, sometimes hunting in the tundra of Venlad as well.

2d6 Vashka Benefits
2 +1 Fighting
3-4 Streng
5 Accuracy (Brawling)
6 Constitution (Stamina)
7-8 +1 Constitution
9 Willpower (Courage)
10-11 Strength (Might)
12 +1 Willpower

Kidari
  • Add 1 to your Dexterity ability.
  • You get both the Dexterity (Acrobatics) and Strength (Climbing) focuses.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the following table for additional benefits.


2d6 Kidari Benefits
2 +1 Accuracy
3-4 Dexterity (Stealth)
5 Perception (Hearing)
6 Perception (Smelling)
7-8 +1 Perception
9 Perception (Tracking)
10-11 Strength (Jumping)
12 +1 Willpower

Lizardman
  • Add 1 to your Constitution ability.
  • You get both the Constitution (Swimming) and Willpower (Self-Discipline) focuses.
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from one of the following tables for additional benefits.


Gandju
The Gandju are many independent tribes that live in the islands of Suvanea, who have very little dealings with the naga and are rarely seen in other parts of the Ancient Lands.

2d6 Gandju Benefits
2 +1 Dexterity
3-4 Dexterity (Stealth)
5 Weapon Group: Spears / Fighting (Spears)
6 Perception (Tracking)
7-8 +1 Perception
9 Strength (Intimidation)
10-11 Strength (Might)
12 +1 Fighting

Kaska
The Kaska consist of many tribes that are spread out over the remote regions of Sarhat and Kemesh, maintaining their independence both against the naga and the Mayaka kingdom.

2d6 Kaska Benefits
2 +1 Constitution
3-4 Strength (Intimidation)
5 Accuracy (Brawling)
6 Constitution (Stamina)
7-8 +1 Fighting
9 Willpower (Courage)
10-11 Strength (Might)
12 +1 Willpower

Mayaka
The Mayaka live in the southern land of Sarhat, controling the greatest single realm in all of the Ancient Lands and being in an eternal war with the naga cities of Kemesh since they broke free from their slavery and drove their former masters to the east.

2d6 Mayaka Benefits
2 +1 Fighting
3-4 Dexterity (Crafting)
5 Constitution (Stamina)
6 Intelligence (Military Lore)
7-8 +1 Willpower
9 Willpower (Courage)
10-11 Strength (Might)
12 +1 Intelligence

Suji
The Suji live in the distant land of Kemesh, serving their naga masters like they have done for countless centuries.

2d6 Suji Benefits
2 +1 Dexterity
3-4 Dexterity (Crafting)
5 Dexterity (Initiative)
6 Dexterity (Stealth)
7-8 +1 Perception
9 Perception (Seeing)
10-11 Strength (Might)
12 +1 Intelligence

Skeyn
  • Add 1 to your Dexterity ability.
  • You get both the Communication (Deception) and Constitution (Stamina) focuses.
  • You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.
  • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).
  • Roll for or pick two items from the following table for additional benefits.


2d6 Skeyn Benefits
2 +1 Intelligence
3-4 Dexterity (Crafting)
5 Communication (Persuasion)
6 Perception (Hearing)
7-8 +1 Constitution
9 Perception (Smelling)
10-11 Dexterity (Stealth)
12 +1 Perception