# Hiraeth Adventuring Guild Ancestry System v4.0

A lore-grounded playtest system for ancestry, physical lineage, regional heritage, ancestral traits and talents, mixed lineage, and optional character Flaws. It uses the campaign's normal D&amp;D 5e background system rather than replacing it. This separate v4.0 book does not alter or silently replace earlier Hiraeth rules.

# 00 - Start Here - HAG Ancestry System v4.0

> Playtest status: this is a complete but deliberately unfinished v4.0 playtest. It does not silently replace an earlier ancestry book. A campaign uses it only when the GM says it does.

## The Four Decisions

Every v4.0 character makes the same four origin decisions:

**A. Choose your body.** Select one Ancestry: Human, Dwarf, Elf, Gnome, Dragonborn, Kobold, Goliath, Aerimpi, or Felis.

**B. Choose its expression.** Select one Lineage from that Ancestry, or replace it with Aasimar, Tiefling, or Mixed Lineage.

**C. Choose your people and your past.** Select one regional Heritage, then use the campaign's normal D&D 5e or Hiraeth Background for your profession or former life.

**D. Personalize and begin.** Choose one narrow Ancestral Detail and one level-1 Ancestral Trait. If you do not want to browse options, take your Lineage's Quick Package exactly as written. A Flaw is always optional.

That is the complete required flow. Everything after those four decisions explains options, exceptions, and future advancement.

## Why This Version Exists

Earlier HAG systems preserved a great range of ideas, but they sometimes made body, sub-race, nationality, upbringing, profession, talent, and drawback compete inside one large point-buy structure. That made expressive characters possible, but it also made character creation harder to teach, easier to optimize accidentally, and difficult to revise without disturbing an entire build.

V4.0 keeps the modular bones while bounding each decision:

- Ancestry describes the broad body and inherited nature.
- Lineage is the physical, magical, or supernatural sub-race.
- Heritage describes a regional people and way of life.
- Background remains the native D&D answer to prior profession and social role.
- Details, Traits, and later Talents let inherited potential become personal.
- Flaws create story pressure but never purchase power.

The previous books remain evidence, not disposable drafts. Named peoples, visual identities, signature adaptations, and setting stories should survive when they still fit. Some material will be missing, flattened, misplaced, or translated badly during the change. Playtest feedback is how it returns in a better home.

## Simple First, Modular When Wanted

Every Lineage includes a Quick Package containing one Ancestral Detail and one level-1 Ancestral Trait.

1. Take both recommendations for the fastest character.
2. Swap either recommendation when one part does not fit.
3. Replace both when you want a fully custom expression.

All three routes use the same power budget. The Quick Package grants no bonus for following it and no penalty for changing it.

## Growth Means Discovery

Ancestral Talents are not proof that every newborn possesses a hidden list of combat powers. At levels 5, 10, 15, and 20, a character discovers, trains, accepts, awakens, or transforms an aspect of themself.

A new Talent might be:

- a bodily ability that became possible only after years of exertion;
- an inherited memory or instinct finally understood;
- a supernatural mark that answers a crisis;
- a prophecy fulfilled or rejected;
- a deliberate practice taught by a relative or community;
- a transformation chosen rather than an obligation imposed at birth.

The final level-20 choice is an apex revelation. For an Aasimar it might be a celestial apotheosis; for a Human, an impossible act of adaptation; for a Dwarf, becoming the living anchor of a hold. The rules provide the ability, while the player explains what its discovery means.

## Design Commitments

This playtest is being built around the following commitments:

- Darkness matters. Exceptional sight is rare, specific, and never handed to most Ancestries by default.
- Flight matters. A glide, leap, or one-turn burst is not the same as sustained flight. True flight requires an iconic body or meaningful Talent investment.
- Magic is part of Hiraeth, but Ancestry is not a substitute for a spellcasting class.
- Every Ancestry should support martial, exploratory, social, supportive, and supernatural characters through different choices.
- Ancestry Talents remain narrower than feats and class or subclass features.
- A physical feature can shape a life without dictating morality, nationality, profession, alignment, or personality.

## What This Book Contains

- Nine base ancestries: Human, Dwarf, Elf, Gnome, Dragonborn, Kobold, Goliath, Aerimpi, and Felis.
- Eighty named physical or versatile Lineages, with Aasimar and Tiefling usable with any base Ancestry.
- A general mixed-lineage procedure.
- Sixty-six world-spanning Heritage profiles, including thirteen deeply developed Icebeach Heritages.
- Thirty-six Heritage Expressions for varied customs and learned community knowledge; each character chooses two.
- Explicit integration with native D&D 5e and existing Hiraeth backgrounds rather than a replacement background system.
- Five personal Ancestral Detail choices for every base ancestry.
- Ancestral Traits at level 1 and Ancestral Talents at levels 5, 10, 15, and 20.
- Universal Ancestral Traits and Talents plus optional Flaws.

## What Feedback Helps

We especially want to know:

- Did the four decisions create the character you imagined?
- Did you take a Quick Package, swap one choice, or build freely?
- Which older idea, name, appearance, or ability feels missing?
- Did a feature matter during combat, exploration, or a social scene?
- Did any option feel compulsory, unusable, class-specific, or stronger than a class feature?
- Did special sight or flight make darkness, height, terrain, or equipment irrelevant?
- Did a Heritage describe a people without dictating the character's personality?

Do not worry about writing a formal report. A character sheet, a session example, and one sentence about what felt exciting or awkward are enough.

When possible, record the character's Ancestry, Lineage, Heritage, Background, Detail, Traits and Talents, class, level, and any choice that was never used. The Reference and Playtest chapter contains a more focused checklist.

# 1 - Core System

The complete v4.0 character-origin procedure, shared rules, and compatibility guidance.

# 1.1 - Character Origin Procedure

## Step 1: Choose an Ancestry

Your ancestry provides creature type, size, Speed, senses, and a small set of inherited traits. An ancestry does not determine personality, alignment, profession, language, or ability-score increases.

## Step 2: Choose a Lineage

Choose one lineage listed in your ancestry. A lineage is the system's sub-race layer: a physical, magical, environmental, or inherited expression of the broader ancestry.

Instead of a normal lineage, you may choose Aasimar, Tiefling, or Mixed Lineage from the Versatile Lineages chapter. You retain your base ancestry and replace only its lineage.

## Step 3: Choose a Heritage

Heritage represents a regional people and way of life: the community that taught you language, etiquette, food, public memory, survival routines, and assumptions about belonging. Any ancestry and lineage may belong to any heritage when the character's history supports it.

Choose one profile from the Heritages chapter. Gain one listed language or dialect and choose two Heritage Expressions. The profile suggests common choices, but another catalog expression is valid when you explain how your community taught it. Expressions grant narrow, reliable story permissions rather than numerical bonuses. They never grant ability-score increases.

## Step 4: Choose a Background

Background represents prior work and life experience. Choose it using the campaign's normal D&D 5e background rules. V4.0 does not add another set of ability-score increases, proficiencies, equipment, feats, or background features.

The Using D&D Backgrounds chapter explains 2014-style, 2024-style, and existing Hiraeth backgrounds.

## Step 5: Choose an Ancestral Detail and Ancestral Trait

Choose one **Ancestral Detail** from your base ancestry. A Detail is a small inherited awareness, adaptation, or physical expression. It is intentionally narrower than a skill proficiency and does not grant blanket advantage on checks.

Then choose one level-1 **Ancestral Trait** from your base ancestry, your versatile lineage if you have one, or the Universal Ancestral Traits and Talents chapter.

For a quick build, take both recommendations in your lineage's **Quick Package**. For a modular build, replace either recommendation with any eligible option. The package never grants additional features.

You gain another ancestry talent at levels 5, 10, 15, and 20. You must meet its level requirement and cannot choose the same talent twice unless it says otherwise.

These later choices represent discovery rather than a checklist of powers present at birth. When you choose one, describe whether it was awakened by danger, trained deliberately, inherited through memory, foretold by prophecy, or accepted as part of a changing body.

## Step 6: Choose an Optional Flaw

Flaws replace mandatory power-buying drawbacks. A Flaw grants no permanent character power. When it materially makes a scene harder, the GM can award Heroic Inspiration, no more than once per session from this rule.

Some Flaws are associated with a particular ancestry, lineage, or heritage because they echo a common physical limitation or social pressure. Association is never a prerequisite: anybody may choose an appropriate Flaw, and nobody must take one because of their origin.

## Duplicate Proficiencies

If ancestry or background grants a proficiency you already have at character creation, choose another proficiency of the same kind. A feature grants expertise only when it explicitly says so. Heritage Expressions are not proficiencies and do not trigger this rule.

# 1.2 - Shared Rules and Glossary

## Origin Vocabulary

**Ancestry** is the broad physical body and inherited nature.

**Lineage** is the predefined physical, magical, environmental, or supernatural sub-race package within an Ancestry. A Versatile Lineage replaces the normal Lineage but retains the Ancestry chassis.

**Heritage** is a learned regional people and way of life. It can come through birth, adoption, migration, diaspora, travel, or later belonging.

**Background** is the character's profession, training, social position, or former life under the campaign's normal D&D rules.

**Ancestral Detail** is a narrow inherited sensory or physical ribbon chosen at character creation.

**Ancestral Trait** is the level-1 ancestry, versatile-lineage, or universal power choice. **Ancestral Talents** are the later choices at levels 5, 10, 15, and 20.

**Quick Package** is a ready-made recommendation for an Ancestral Detail and level-1 Trait. It grants no extra feature and either recommendation can be changed.

**Flaw** is an optional story pressure that grants no permanent power. Association with an Ancestry, Lineage, or Heritage is a suggestion rather than a prerequisite.

## Ancestry Save DC

When an ancestry feature calls for a saving throw, its DC is:

`8 + your proficiency bonus + the ability modifier named by the feature`

If a feature lets you choose an ability modifier, make that choice when you gain the feature. It cannot be changed unless the GM allows retraining.

## Uses and Recovery

- **Once per long rest** means one use, regained when you finish a long rest.
- **Once per short or long rest** means one use, regained when you finish either kind of rest.
- **Proficiency-bonus uses per long rest** means a number of uses equal to your proficiency bonus, with all uses regained when you finish a long rest.
- A feature is never proficiency-bonus uses per short rest unless it explicitly says so.
- If two features use the same resource, they say so.

## Low-Light Vision

You see in dim light within 60 feet as though it were bright light. Low-light vision does not improve your vision in darkness.

## Darkvision

You see in dim light within the listed range as though it were bright light and in darkness as though it were dim light. You cannot discern color in darkness, only shades of gray.

## Thermal Sight

Within the listed range, you perceive heat emitted by creatures and exposed surfaces as muted silhouettes in dim light or darkness. Thermal Sight reveals location and broad shape, not color, writing, facial detail, or other fine visual information. It does not perceive invisible creatures, see through cover, or automatically reveal a creature that is Hidden. Smoke, fog, ambient heat, and creatures or objects near the surrounding temperature can obscure it normally.

Thermal Sight is not Darkvision. A character using only Thermal Sight still needs light to read, recognize a painted symbol, inspect a lock, or distinguish a cold object from its surroundings.

## Tremorsense

Within the listed range, Tremorsense locates creatures and moving objects that produce vibrations through the same connected surface you are touching. It does not detect flying or incorporeal creatures, see through open air, reveal visual detail, or detect a motionless creature merely for existing.

## Utility Cantrip

A utility cantrip is a cantrip that does not deal damage and does not directly restore Hit Points. The GM decides whether an unusual cantrip qualifies. When a feature grants one, choose Intelligence, Wisdom, or Charisma as its spellcasting ability when you gain it.

An innate cantrip is an ancestry feature, not proof of spellcaster training. A Fighter who knows `mending`, a Rogue who knows `message`, or a Bard who knows `light` has not gained another class or spell list.

## Heroic Inspiration

If the campaign uses Inspiration rather than Heroic Inspiration, treat references to Heroic Inspiration as Inspiration. You can never hold more than one from this system at a time.

## Natural Weapons

An ancestry natural weapon is a simple melee weapon with which you are proficient. Unless stated otherwise, it uses Strength and deals the listed damage plus the ability modifier used for the attack.

## Movement

A climb, swim, burrow, or fly Speed is separate from walking Speed. A limited movement feature never allows movement through occupied spaces or solid barriers unless it says so.

## Stacking

- A creature cannot benefit from the same named feature more than once.
- Temporary Hit Points do not stack.
- If two features set Armor Class, choose one formula.
- Extra damage described as once per turn remains once per turn even if multiple effects would trigger it.

# 1.3 - Compatibility with Existing 5e Characters

V4.0 is written for the Hiraeth 5e rules environment and can support either 2014-style or 2024-style classes.

## Backgrounds

Use the background system selected by the campaign without alteration:

- A 2014-style background provides exactly the proficiencies, languages or tools, equipment, and feature assigned by that rules set or by the existing Hiraeth background page.
- A 2024-style background provides exactly its ability-score options, Origin feat, proficiencies, tools, and equipment.
- If the campaign uses a house conversion between editions, use that campaign-wide conversion. V4.0 supplies no private conversion bonus.

Never combine the best pieces of two editions unless every character in the campaign uses the same hybrid background rule.

## Converting an Earlier V4 Draft Character

The large Heritage pass changes vocabulary more than it changes the inherited chassis:

1. Keep the current Ancestry.
2. Rename the current physical Heritage its **Lineage**.
3. Rename the current Culture the character's **Heritage** and choose a more specific profile when one now exists.
4. Replace the old Culture Practice with two fitting **Heritage Expressions**.
5. Replace the old ancestry knack with a concept-equivalent **Ancestral Detail**.
6. Rename the level-1 ancestry talent the character's **Ancestral Trait**; later choices remain Ancestral Talents.
7. Reclassify a complication as a **Flaw** without changing its agreed safety boundary.

This terminology pass should preserve a functioning character concept. If an old knack moved into Heritage because it represented learned knowledge, take that Heritage Expression and select a new inherited Detail.

## Existing Species or Race

Do not stack a complete official species or race package with v4.0. Convert the concept by choosing the closest v4.0 ancestry and lineage.

## Existing Characters

An existing character should convert only between sessions and with GM approval. Record the old features, build the v4.0 origin, then compare:

- Armor Class and saving throws.
- Movement modes.
- Resistances.
- At-will damage and healing.
- Uses per rest.
- Skill, tool, and language proficiencies.

The conversion should preserve concept, not every accumulated advantage. If a lost feature is essential to the character's identity, create a narrow replacement talent rather than stacking both systems.

# 1.4 - Power Budget and Safety Rails

These are design rules for v4.0 content and adjudication.

## Level-1 Budget

An ancestry chassis, one lineage, one narrow Ancestral Detail, and one level-1 Ancestral Trait together should approximate one modern 5e species package. Heritage is language and story access. Background remains whatever the campaign's native D&D rules grant and is balanced outside this ancestry budget.

## Active Powers

- A broad combat reaction is normally once per long rest.
- A narrow signature technique can refresh once per short or long rest when it is the only short-rest ancestry resource the character tracks at that level.
- Proficiency-bonus uses per long rest are reserved for signature features such as a breath weapon.
- A feature should not add proficiency bonus to every attack, save, or check for a full minute.
- Preventing a fall to 0 Hit Points is normally once per long rest.
- Resistance to a common damage type counts as a major feature.

## Accuracy and Armor

V4.0 does not grant repeated untyped bonuses to attack rolls or saving throws. Armor reactions should apply to one attack and should not refresh on every short rest.

## Rare Senses

Ordinary vision is the default. Low-Light Vision belongs to the complete Felis body and a small number of explicit Lineages. Thermal Sight belongs to Drow. Dwarven vibration sense requires contact with stone or earth. Aasimar, Tiefling, Elf, Gnome, Dragonborn, Kobold, Goliath, and Aerimpi do not receive generic night vision from their base chassis.

Special senses should preserve the need for lamps, torches, light-producing magic, scouts, and environmental preparation. A sense that reveals silhouettes or vibration does not silently become ordinary sight.

## Flight and Aerial Movement

Flight is divided into distinct capabilities:

- A **glide** controls a fall but cannot gain altitude or hover.
- A **wing-assisted leap or burst** can cross a dangerous gap but must end on a supporting surface.
- **Sustained flight** grants a Fly Speed for a stated duration and requires a significant Lineage or Talent investment.
- **Mastered flight** is an apex ability reserved for an iconic winged body at level 20.

Physical wings are not automatically mechanical flight. Clothing and fitted armor normally accommodate them without special accounting. A feature that grants a Fly Speed states its armor limit; it does not allow hovering or carrying another creature unless it explicitly says so.

## Class-Neutral Choice

Each Ancestry should offer several ways to matter:

- bodily offense, defense, movement, or endurance for martial characters;
- perception, traversal, recall, and environmental interaction for exploration;
- presence, empathy, communication, and reputation for social play;
- protection, coordination, rescue, and preparation for support;
- supernatural expression that does not require a spellcasting class.

No single Ancestry must cover every pillar in its chassis. Its Lineages, Traits, Talents, and Quick Packages should collectively avoid assuming that the character is a spellcaster.

## Later Talents

Later ancestry talents are intentionally narrower than class features and full feats. They can improve an ancestry's signature mechanic, add a limited movement mode, or grant a strong once-per-long-rest expression. They should not duplicate high-level class identity.

The level-20 choice is the apex of an ancestry story, not another class capstone. It should perfect an existing ancestry path, reveal a final transformation, or create a legendary expression without supplying an entire combat routine.

## Narrative Abilities

When an ability is intended as story permission rather than a numerical bonus, it says what information or access it reliably provides. It does not silently imply advantage on every related check.

# 2 - Ancestries

Nine physical ancestry chassis, their lineages, quick packages, and ancestry talent lists.

# 2.1 - Human

Hiraeth's humans are the mortal children of Arcana, the god of magic. Every Human carries a small inherited spark of that creation, while nationality and upbringing belong to Heritage and profession belongs to Background.

## Hiraeth Context

Arcana created humanity. His mortal children were physically varied, curious, ambitious, and capable of carrying small acts of Magic before any school or profession taught them Ars. Arcana's later death changed Magic throughout Hiraeth, but humanity's first spark predates that wound. Older HAG packages such as North Born, Arcane Born, Imperial, Tropic, Folksy, and Frontier Human remain Heritage inspiration rather than biological subtypes.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 18 years |
| Lifespan | Usually 80 to 105 years |
| Height | Usually 5 ft to 6 ft 6 in (152 to 198 cm) |
| Typical Weight | Usually 120 to 240 lb (54 to 109 kg) |
| Size | Medium |

Humans show the broadest ordinary variation in complexion, hair, build, and facial structure. Regional dress or bearing is cultural rather than inherited.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Medium |
| Speed | 30 feet |
| Typical Lifespan | Usually 80 to 105 years |

| Chassis trait | Rule |
| --- | --- |
| Adaptable | Gain proficiency in one skill of your choice. |
| Arcana's Spark | Learn one utility cantrip of your choice. Choose Intelligence, Wisdom, or Charisma as its spellcasting ability. This is a trace of humanity's creation, not spellcaster training. |
| Human Drive | Once per long rest, after you fail an ability check, you can roll 1d4 and add it to the check, potentially turning the failure into a success. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Resting Rhythm | You can accurately tell how long it has been since you last slept, ate, drank, or finished strenuous exertion. |
| Motion Memory | After watching a creature walk for 1 minute, you can recognize that creature later by its ordinary gait unless it deliberately disguises its movement. |
| Sure Hand | You can keep one hand steady during harmless fine work despite ordinary cold, excitement, or fatigue; this grants no proficiency or bonus on a check. |
| Quick Acclimation | After a long rest in an unfamiliar ordinary climate, identify the single environmental condition placing the most stress on your body. |
| Arcana's Tell | Choose a harmless sensory trace—an Arcana-blue spark, shifting written mark, brief chord, scent of honey or wine, or another inherited sign—that can accompany your Human cantrips. You can suppress or reveal it when you cast. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Enduring

Your family line is marked by steady growth, hard recovery, and bodies that carry hardship without being defined by one homeland.

Lineage gift: Your Hit Point maximum increases by 1, and it increases by 1 whenever you gain a level.

> Quick package: choose **Resting Rhythm** as your Ancestral Detail and **Stubborn Resolve** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Keen-Sensed

Fine attention to motion, expression, and small environmental changes appears reliably in your senses.

Lineage gift: Gain proficiency in Perception. If Adaptable already granted Perception, choose Investigation or Insight instead.

> Quick package: choose **Motion Memory** as your Ancestral Detail and **Helping Hand** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Quick-Reflexed

Your body responds rapidly to danger or opportunity, whether through training, temperament, or inherited coordination.

Lineage gift: Add half your proficiency bonus, rounded down, to initiative rolls.

> Quick package: choose **Sure Hand** as your Ancestral Detail and **Stubborn Resolve** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Arcane-Touched

Magic sits close to the surface of your lineage, expressed as a minor working rather than a predetermined vocation.

Lineage gift: Learn a second utility cantrip. Whenever you finish a long rest, you may replace either Human cantrip with another utility cantrip, using the same spellcasting ability.

> Quick package: choose **Arcana's Tell** as your Ancestral Detail and **Practical Training** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Broad-Built

Your frame is unusually powerful for a human, though stature and muscle do not dictate personality or profession.

Lineage gift: Count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.

> Quick package: choose **Quick Acclimation** as your Ancestral Detail and **Helping Hand** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Helping Hand | You can take the Help action as a bonus action once per long rest. When helping an ability check, the target must be within 10 feet. |
| Practical Training | Gain one tool proficiency and one language. You can change the tool proficiency after seven days of downtime training. |
| Stubborn Resolve | Once per long rest, reroll a failed saving throw. You must use the new roll. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Rally the Line | Once per long rest when you roll initiative, choose yourself and one ally within 30 feet. Each gains temporary Hit Points equal to your proficiency bonus. |
| Learned Flexibility | After a long rest, choose one skill in which you are not proficient. Add half your proficiency bonus to checks with it until your next long rest. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Turn Failure into Method | When Human Drive succeeds in changing a failure into a success, you do not expend its use. This can happen once per long rest. |
| Coordinated Effort | Once per long rest when an ally within 30 feet fails an ability check, use your reaction to let the ally reroll it. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Veteran Generalist | Choose one skill or tool proficiency you have. You gain expertise with it. |
| Hold Fast | Once per long rest when you would become frightened, charmed, or stunned, you can delay that condition until the end of your next turn. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Defy the End | Once per long rest, when damage would reduce you to 0 Hit Points without killing you outright, drop to 1 Hit Point instead. |
| Impossible Adaptation | At the end of a long rest, replace one Human talent of level 15 or lower with another Human talent you qualify for. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Overcommitment:* Ambition or responsibility tempts you to promise more than time and safety allow.
- *Restless Adaptation:* Once a routine becomes safe and familiar, you begin looking for a different method, role, or horizon.
- *Visible Tell:* A family habit, expression, or physical response makes one strong emotion difficult to conceal.

## Roleplaying This Ancestry

- Which regional or family tradition matters to you even though it is not biological?
- Where does your adaptability become restlessness, ambition, or overcommitment?
- Which skill did your household consider basic adulthood?

## Quick Builds

For a resilient generalist, choose Enduring and Stubborn Resolve. Put nationality and upbringing in Heritage, then choose a Background that supports the character's actual profession.

# 2.2 - Dwarf

Dwarves are dense-boned, stonewise people whose communities include deep delvers, volcanic holds, river forges, and surface nations. Political identities such as Ossurian Old Guard or New Guard are Heritages, not inherited bodies.

## Hiraeth Context

Many dwarven holds use sun towers, mirrors, gypsum windows, windcatchers, aquifers, and geothermal or coal-fired hypocausts to make deep settlements livable; Dwarves do not simply see through those depths. Their bodies instead read connected stone and earth through pressure and vibration. Clan, mine, trade, public works, Matrix, and the Magnum Opus festival belong to learned Heritages and histories rather than instincts shared by every Dwarf.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 30 years |
| Lifespan | Usually 100 to 120 years |
| Height | Usually 4 ft 2 in to 5 ft 2 in (127 to 157 cm) |
| Typical Weight | Usually 150 to 260 lb (68 to 118 kg) |
| Size | Medium |

Dwarves are compact and dense-boned. Hair, beard, adornment, and stone or metal ornament can signal family, craft, mourning, office, or nothing beyond personal taste.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Medium |
| Speed | 25 feet; wearing heavy armor does not reduce this Speed |
| Typical Lifespan | Usually 100 to 120 years |

| Chassis trait | Rule |
| --- | --- |
| Stonepulse | As a bonus action while touching natural or worked stone or earth, awaken your vibration sense for 1 minute. During it, you have Tremorsense out to 15 feet through the same connected surface. Once you use Stonepulse, you cannot use it again until you finish a short or long rest. |
| Stout Vitality | You have advantage on saving throws you make to avoid or end the poisoned condition. |
| Stonecunning | When you examine worked stone, you can identify its approximate age, intended function, and obvious structural instability without a check. A check may reveal hidden or supernatural details. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Pressure Ear | When underground or inside a stone structure, you notice an abrupt natural change in air pressure or ventilation before it becomes painful. |
| Grounded Stance | You can tell whether the surface supporting you is level, slowly tilting, or carrying an unusual vibration while you remain in contact with it. |
| Dense Frame | You always know whether a mundane seat, ladder, floor panel, or similar support is obviously too slight for your own weight. |
| Heat Sense | By holding a hand near stone or metal, you can tell whether its temperature is rising, falling, or stable without touching it. |
| Stone Echo | By tapping exposed stone, you can tell whether the space immediately behind it is solid or hollow to a depth of 5 feet. Reinforcement, magic, and layered construction can obscure the answer. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Mountain Dwarf

Your body is adapted to steep stone, altitude, and the uneven approaches of high or deep holds.

Lineage gift: You are acclimated to high altitude and ignore nonmagical movement penalties from steep natural stone.

> Quick package: choose **Pressure Ear** as your Ancestral Detail and **Dwarven Armament** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Hill Dwarf

You carry a deep reserve associated in old accounts with terrace-farming and surface-hold lineages.

Lineage gift: Your Hit Point maximum increases by 1, and it increases by 1 whenever you gain a level.

> Quick package: choose **Grounded Stance** as your Ancestral Detail and **Maker's Eye** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Cave Dwarf

Loose earth and enclosed ground feel legible to you; your build is suited to deliberate excavation.

Lineage gift: You have a burrow Speed of 5 feet through loose earth. You cannot use it through solid stone and leave a usable tunnel behind.

> Quick package: choose **Stone Echo** as your Ancestral Detail and **Rooted Stance** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Magma Dwarf

Heat and volcanic stone have left a visible or internal mark on your lineage.

Lineage gift: You ignore nonmagical extreme heat. Once per long rest when you take fire damage, reduce it by an amount equal to twice your proficiency bonus.

> Quick package: choose **Heat Sense** as your Ancestral Detail and **Maker's Eye** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Riverforged Dwarf

Your lineage developed around underground rivers, flooded works, or surface waterways.

Lineage gift: You have a swim Speed of 20 feet and can hold your breath for up to 15 minutes.

> Quick package: choose **Stone Echo** as your Ancestral Detail and **Maker's Eye** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Dwarven Armament | Gain proficiency with light and medium armor or with three martial weapons of your choice. |
| Maker's Eye | Gain proficiency with one artisan's tool. Add double your proficiency bonus to checks made to appraise or repair objects created with that tool. |
| Rooted Stance | Once per long rest when you would be knocked prone or moved against your will, use your reaction to prevent that movement or condition. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Dwarven Resilience | You gain resistance to poison damage. |
| Stonebound Guard | Once per long rest when you take damage, use your reaction to reduce it by your proficiency bonus plus your Constitution modifier. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Deep March | You and companions traveling with you ignore the first level of Exhaustion caused by forced marching or underground travel. This does not remove existing Exhaustion. |
| Runic Warning | At the end of a long rest, ward one worn object. The first time its wearer fails a saving throw before your next long rest, the wearer adds 1d4 to the roll. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Living Bulwark | Allies directly behind you can treat you as half cover when your size and position could reasonably block the threat. |
| Master Smith | Choose one artisan's tool you have. Gain expertise with it, and mundane crafting with it takes half the normal time. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Adamant Soul | Once per long rest when you fail a Constitution or Wisdom saving throw, treat the roll as a success instead. |
| Unbroken Hold | Once per long rest, as a bonus action, gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Oath Debt:* An inherited promise, craft obligation, clan judgment, or public work can demand service at a terrible time.
- *Stonebound Pride:* Public criticism of work you built, repaired, or swore to protect is difficult to leave unanswered.
- *Hold Habit:* Open, temporary, or poorly engineered shelter leaves you uneasy and prone to overpreparing.

## Roleplaying This Ancestry

- Which work, oath, clan, or public structure do you feel responsible for?
- How do you relate to Matrix, Magnum Opus, or a different religious tradition?
- What part of hold culture did you embrace, reject, or never encounter?

## Quick Builds

For a traditional defender, choose Hill Dwarf and Rooted Stance. For a volcanic explorer, choose Magma Dwarf and Maker's Eye.

# 2.3 - Elf

Hiraeth's elves are long-memory people shaped by environment, magic, and community. Their lives are longer than human lives but not the many centuries common to some other settings.

## Hiraeth Context

Hiraeth elves are peoples of concentrated memory, environmental adaptation, and specialized tradition. Wood, Sun, Moon, Sea, Snow, Drow, and Ash expressions have distinct histories, but none dictates alignment, profession, or nationality. Moon Elves retain the rare physical wings described in the oldest accounts, while Drow perceive heat rather than possessing generic sight in darkness. Elven adulthood rites may occur far later than physical maturity.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | Physical maturity near 20; some traditions withhold full adult standing until about 80 |
| Lifespan | Usually 100 to 120 years |
| Height | Usually 5 ft 2 in to 6 ft 4 in (157 to 193 cm) |
| Typical Weight | Usually 110 to 190 lb (50 to 86 kg) |
| Size | Medium |

Elven features are often fine-boned and visibly shaped by a Lineage's environment or magic. Their famous 'long memory' is learned as well as personal; Hiraeth elves are not millennia-lived.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Medium |
| Speed | 30 feet |
| Typical Lifespan | Usually 100 to 120 years |

| Chassis trait | Rule |
| --- | --- |
| Fey Ancestry | You have advantage on saving throws you make to avoid or end the charmed condition, and magic cannot put you to sleep. |
| Trance | You can complete a long rest in 4 hours if you spend those hours in a waking meditation. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Pattern Sensitivity | After watching a place for 10 minutes, identify one recent break in its ordinary natural or social rhythm. |
| Season Sense | Recognize whether local plants or animals are behaving unusually for the season. |
| Light Memory | After studying a color, constellation, or pattern of light for 1 minute, preserve its broad arrangement in memory for 30 days. |
| Fine Balance | You can tell whether a visible branch, rail, narrow surface, or stretched line is stable enough to bear your own weight. |
| Wakeful Stillness | While resting but still conscious, you can remain physically still enough that an observer can tell you are deliberately resting rather than asleep. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Wood Elf

Your Lineage reads living cover, root, branch, and shifting green paths with practiced ease.

Lineage gift: Nonmagical undergrowth does not cost you extra movement, and you can attempt to Hide when lightly obscured by natural foliage.

> Quick package: choose **Pattern Sensitivity** as your Ancestral Detail and **Elven Training** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Sun Elf

Solar symbolism, warm climates, or radiant magic mark your Lineage without prescribing status or temperament.

Lineage gift: Learn the light cantrip. Once per long rest, add your proficiency bonus to a Persuasion or Arcana check after rolling.

> Quick package: choose **Season Sense** as your Ancestral Detail and **Memory Keeper** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Moon Elf

Lunar and air-borne adaptations give your falls and movement an uncanny lightness.

Lineage gift: You have physical wings. When you fall while conscious, you can glide 10 feet horizontally for every 10 feet you descend and reduce the effective fall distance by 20 feet. Once per short or long rest, you can use a bonus action to fly up to your walking Speed during the current turn, but you must end this movement on a surface that supports you. Medium or heavy armor prevents this flight.

> Quick package: choose **Fine Balance** as your Ancestral Detail and **Fey Step** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Sea Elf

Your body belongs comfortably to air and water, reflecting generations shaped by coast or sea.

Lineage gift: You have a swim Speed equal to your walking Speed and can breathe both air and water.

> Quick package: choose **Fine Balance** as your Ancestral Detail and **Elven Training** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Snow Elf

Cold, snow, and ice are ordinary terrain to your lineage rather than proof of any single northern culture.

Lineage gift: You ignore nonmagical difficult terrain caused by snow or ice and ignore nonmagical extreme cold.

> Quick package: choose **Wakeful Stillness** as your Ancestral Detail and **Memory Keeper** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### High Drow

Your eyes are built for deep darkness, often paired with communities that preserved formal magic and rank belowground.

Lineage gift: You have Thermal Sight out to 60 feet. Once per long rest, you can study a visible exposed surface for 1 minute and determine whether a living creature passed within 5 feet of it during the previous 10 minutes.

> Quick package: choose **Light Memory** as your Ancestral Detail and **Memory Keeper** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Low Drow

Your Lineage emphasizes quiet movement and practical survival in dim or subterranean places.

Lineage gift: You have Thermal Sight out to 30 feet and gain proficiency in Stealth.

> Quick package: choose **Pattern Sensitivity** as your Ancestral Detail and **Elven Training** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Deep Drow

Extreme depths shaped your senses and spatial instincts more strongly than surface light.

Lineage gift: You have Thermal Sight out to 90 feet and always know your depth below the nearest surface. You have disadvantage on sight-based Perception checks in direct sunlight.

> Quick package: choose **Wakeful Stillness** as your Ancestral Detail and **Memory Keeper** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Ash Elf

Smoke, ash, dimness, and the aftermath of fire create the concealment your body reads best.

Lineage gift: Once per long rest, you can take the Hide action as a bonus action while in dim light, smoke, ash, or similar obscurement.

> Quick package: choose **Fine Balance** as your Ancestral Detail and **Fey Step** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Elven Training | Gain proficiency in Perception or one finesse weapon and one ranged weapon. |
| Memory Keeper | Gain proficiency in History. After 1 minute studying a location or written page, you can accurately recall its broad layout or wording for 30 days. |
| Fey Step | Once per long rest, as a bonus action, teleport up to 15 feet to a space you can see. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Unclouded Mind | Once per long rest when you fail an Intelligence, Wisdom, or Charisma saving throw, reroll it. |
| Path Without Trace | You can move at a normal travel pace while using Stealth, and tracking you requires a successful Wisdom (Survival) check. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Greater Fey Step | Requires Fey Step. Its range becomes 30 feet. After teleporting, you can move 5 feet without provoking opportunity attacks. |
| Dreamless Watch | While completing a long rest through Trance, you remain aware of your surroundings and cannot be surprised. |
| Awakened Moon Wings | Requires Moon Elf. Once per long rest, as a bonus action, gain a Fly Speed equal to your walking Speed for 1 minute. You cannot hover, carry another creature while flying, or use this flight in medium or heavy armor. If the flight ends while you are aloft, you glide normally. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Ancient Recollection | Once per long rest, when you make an Intelligence check, treat a d20 roll of 9 or lower as a 10. |
| Fey Passage | Once per long rest, you can cast misty step without a spell slot or components. This is separate from Fey Step. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Perfected Trance | At the end of Trance, end one level of Exhaustion in addition to the normal benefits of a long rest. |
| Between Moments | Once per long rest when a creature you can see targets you with an attack, use your reaction to teleport up to 30 feet. If this moves you out of the attack's reach or range, the attack misses. |
| Unfettered Moon Wings | Requires Awakened Moon Wings. You gain a permanent Fly Speed equal to your walking Speed while not wearing medium or heavy armor. You cannot hover or carry another creature while flying. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Memory Burden:* A preserved memory, recitation, or grievance is difficult to set aside even when the present needs you.
- *Light Unease:* Choose harsh sunlight, total darkness, deep water, or another environment opposed to your Lineage; it makes you visibly uncomfortable.
- *Ritual Patience:* You resist rushing a decision your tradition would normally approach through reflection, witness, or ceremony.

## Roleplaying This Ancestry

- Which memory or recitation are you expected to preserve?
- When did your community consider you an adult, and did you agree?
- Which environmental adaptation do outsiders mistake for cultural behavior?

## Quick Builds

For a mobile scout, choose Wood Elf or Ash Elf and Fey Step. For an undersea character, choose Sea Elf and Memory Keeper.

# 2.4 - Gnome

Gnomes are compact, detail-focused people whose traditions range from living forests to crystal workshops and deep settlements. Technocratic education belongs to Heritage or Background rather than blood.

## Hiraeth Context

Gnomes are small, curious, and frequently underestimated, with Lineages shaped by forest, stone, deep places, snow, sand, crystal, and mire. Blū Technocrat was historically presented as a gnomish subtype; v4.0 treats Blū education and industry as Heritage or Background material any ancestry can enter.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 20 years |
| Lifespan | Usually 100 to 120 years |
| Height | Usually 3 ft to 4 ft (91 to 122 cm) |
| Typical Weight | Usually 35 to 65 lb (16 to 29 kg) |
| Size | Small |

Gnomes are small and varied, often retaining an ageless-looking adulthood late in life. Crystalline growth, winter fur, or other unusual signs belong to particular heritages.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Small |
| Speed | 25 feet |
| Typical Lifespan | Usually 100 to 120 years |

| Chassis trait | Rule |
| --- | --- |
| Clever Mind | Once per long rest, after you fail an Intelligence, Wisdom, or Charisma saving throw, roll 1d4 and add it to the save, potentially changing the result. |
| Detail Focus | You can examine a Tiny or larger object for 1 minute to learn whether it has moving parts, hidden seams, or obvious magical alteration. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Detail Focus | After studying an object for 1 minute, identify moving parts, hidden seams, or obvious magical alteration. |
| Mechanism Rhythm | After touching a working mundane mechanism for 1 minute, notice when its repeated motion becomes faster, slower, or irregular. |
| Color Acuity | Distinguish small differences among ordinary pigments, mineral colors, smoke, and reflected light when illumination permits. |
| Compact Reach | You can accurately judge whether your body can pass through a visible narrow space before entering it. |
| Quick Fingers | You can manipulate Tiny harmless objects in one hand without dropping them during ordinary movement; this grants no tool proficiency or combat benefit. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Forest Gnome

Your lineage developed an intuitive rapport with small beasts and layered natural cover.

Lineage gift: You can communicate simple ideas to Small or smaller Beasts through sounds and gestures, and can Hide when lightly obscured by natural foliage.

> Quick package: choose **Detail Focus** as your Ancestral Detail and **Minor Wonder** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Rock Gnome

Fine mechanisms and worked materials are comfortable extensions of your small, precise hands.

Lineage gift: Gain proficiency with Tinker's Tools. During a long rest, you can repair one damaged mundane object that fits within a 5-foot cube.

> Quick package: choose **Mechanism Rhythm** as your Ancestral Detail and **Pocket Specialist** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Deep Gnome

Sound and darkness carry more useful detail to you than they do to most surface folk.

Lineage gift: While underground and not deafened, you know the direction of a repeated audible sound within 30 feet and have advantage on hearing-based Perception checks made to distinguish it from surrounding echoes.

> Quick package: choose **Mechanism Rhythm** as your Ancestral Detail and **Scurry** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Snowme

Dense fur, compact movement, or another winter adaptation lets you travel through snow rather than merely across it.

Lineage gift: You have a burrow Speed of 5 feet through snow and ignore difficult terrain caused by snow.

> Quick package: choose **Compact Reach** as your Ancestral Detail and **Minor Wonder** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Sand Gnome

Heat, blowing sand, and scarce shelter shaped your body's ordinary tolerances.

Lineage gift: You ignore nonmagical extreme heat and have advantage on checks to navigate during blowing sand.

> Quick package: choose **Quick Fingers** as your Ancestral Detail and **Pocket Specialist** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Crystal Gnome

A crystalline growth, resonance, or clarity marks your lineage and sharpens your response to illusion.

Lineage gift: Once per long rest when you make a saving throw against an illusion, add your proficiency bonus to the roll.

> Quick package: choose **Detail Focus** as your Ancestral Detail and **Scurry** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Mire Gnome

Mud, marsh water, and long periods without clean air are familiar physical conditions.

Lineage gift: Mud and shallow marsh do not cost you extra movement, and you can hold your breath for 15 minutes.

> Quick package: choose **Mechanism Rhythm** as your Ancestral Detail and **Minor Wonder** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Minor Wonder | Learn one utility cantrip. |
| Pocket Specialist | Gain proficiency with one artisan's tool or Thieves' Tools. You can use a compact improvised kit without penalty when a full kit is unavailable. |
| Scurry | Once per long rest, take the Disengage action as a bonus action and move 10 feet. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Gnomish Cunning | Clever Mind's die becomes 1d6, and you can use it after seeing the roll but before the outcome is declared. |
| Rapid Prototype | At the end of a long rest, create one Tiny prototype. Once before your next long rest, its bearer can add 1d4 to one ability check, after which it breaks. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Slip the Pattern | Once per long rest when you are targeted by a spell, use your reaction to gain advantage on its saving throw or impose disadvantage on its spell attack roll. |
| Impossible Container | Your containers hold twice their normal volume, though not extra weight. Retrieving a stored item still follows the normal object-interaction rules. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Master of Small Mechanisms | Gain expertise with one tool. You can open, disable, or repair a nonmagical mechanism in half the usual time. |
| Vanishing Scurry | Requires Scurry. When you use it, you become invisible until the end of the current turn or until you attack or cast a spell. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Perfect Countermeasure | Once per long rest when you or an ally within 30 feet fails a saving throw against magic, use your reaction to turn it into a success. |
| Wonderworker | At the end of a long rest, create two Rapid Prototypes instead of one; a creature can benefit from only one prototype per roll. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Compulsive Detail:* A small inconsistency can hold your attention after everyone else is ready to move on.
- *Prototype Loyalty:* You struggle to abandon a device, theory, specimen, or plan simply because it has failed once.
- *Curiosity Gap:* Sealed mechanisms, unexplained magic, and things built at the wrong scale tempt you to investigate.

## Roleplaying This Ancestry

- Which category of mistakes does your community treat as unforgivable?
- What tiny detail do you notice that others routinely overlook?
- Does your curiosity build, repair, classify, cultivate, or disrupt?

## Quick Builds

For an inventor, choose Rock Gnome with Pocket Specialist. For an elusive caster, choose Crystal Gnome with Minor Wonder.

# 2.5 - Dragonborn

Dragonborn bear a strong draconic inheritance expressed through scale families rather than moral alignment. Choose a lineage from the Draconic Variant table when you choose this ancestry.

## Hiraeth Context

Dragonborn origin stories disagree. Some say their ancestors hatched from dragon eggs, some that dragon gods blessed those eggs, and others that dragons made them without divine sanction. V4.0 preserves that disagreement. Scale family identifies an inherited resonance, never a moral alignment. Most Dragonborn need light to see; only a narrow Umbral adaptation reaches into dimness.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 15 years |
| Lifespan | Usually 75 to 110 years |
| Height | Usually 5 ft 8 in to 7 ft (173 to 213 cm) |
| Typical Weight | Usually 170 to 320 lb (77 to 145 kg) |
| Size | Medium |

Dragonborn are horned, bright-eyed, thick-boned draconic humanoids. Scale family and individual variant influence color and texture without dictating morality or allegiance.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Medium |
| Speed | 30 feet |
| Typical Lifespan | Usually 75 to 110 years |

| Chassis trait | Rule |
| --- | --- |
| Draconic Lineage | Choose a Lineage, then choose one resonance from that Lineage family in the Draconic Variant table below. Record the family and resonance as one answer, such as Red Chromatic or Moonstone Gem. It determines your damage type, breath shape, and saving throw. You have resistance to the chosen damage type. |
| Breath Weapon | When you take the Attack action, you can replace one attack with an exhalation in the area listed for your variant, originating from you. Creatures in the area make the listed save against `8 + your proficiency bonus + your Constitution modifier`, taking 1d8 damage on a failure or half on a success. Damage becomes 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17. You can use this a number of times equal to your proficiency bonus per long rest. |

### Draconic Variant Table

| Family | Variant | Damage Type | Breath Shape | Save |
| --- | --- | --- | --- | --- |
| Chromatic | Black | Acid | 5-by-30-foot line | Dexterity |
| Chromatic | Blue | Lightning | 5-by-30-foot line | Dexterity |
| Chromatic | Green | Poison | 15-foot cone | Constitution |
| Chromatic | Red | Fire | 15-foot cone | Dexterity |
| Chromatic | White | Cold | 15-foot cone | Constitution |
| Chromatic | Brown | Acid | 5-by-30-foot line | Dexterity |
| Chromatic | Gray | Acid | 15-foot cone | Dexterity |
| Chromatic | Purple | Psychic | 15-foot cone | Wisdom |
| Chromatic | Yellow | Lightning | 5-by-30-foot line | Dexterity |
| Metallic | Brass | Fire | 5-by-30-foot line | Dexterity |
| Metallic | Bronze | Lightning | 5-by-30-foot line | Dexterity |
| Metallic | Copper | Acid | 5-by-30-foot line | Dexterity |
| Metallic | Gold | Fire | 15-foot cone | Dexterity |
| Metallic | Silver | Cold | 15-foot cone | Constitution |
| Metallic | Platinum | Radiant | 15-foot cone | Constitution |
| Metallic | Mercury | Poison | 5-by-30-foot line | Constitution |
| Metallic | Lead | Necrotic | 15-foot cone | Constitution |
| Metallic | Electrum | Lightning | 5-by-30-foot line | Dexterity |
| Ferrous | Iron | Lightning | 15-foot cone | Dexterity |
| Ferrous | Chrome | Cold | 5-by-30-foot line | Constitution |
| Ferrous | Cobalt | Force | 5-by-30-foot line | Strength |
| Ferrous | Tungsten | Fire | 15-foot cone | Dexterity |
| Ferrous | Nickel | Acid | 15-foot cone | Dexterity |
| Ferrous | Steel | Poison | Adjacent 10-foot cube | Constitution |
| Gem | Amethyst | Force | 15-foot cone | Strength |
| Gem | Crystal | Radiant | 15-foot cone | Constitution |
| Gem | Emerald | Psychic | 15-foot cone | Wisdom |
| Gem | Sapphire | Thunder | 15-foot cone | Constitution |
| Gem | Topaz | Necrotic | 15-foot cone | Constitution |
| Gem | Obsidian | Fire | 15-foot cone | Dexterity |
| Gem | Diamond | Radiant | 5-by-30-foot line | Constitution |
| Gem | Moonstone | Radiant | 15-foot cone | Constitution |
| Gem | Ruby | Fire | 5-by-30-foot line | Dexterity |
| Umbral | Deep | Psychic | 15-foot cone | Wisdom |
| Umbral | Shadow | Necrotic | 15-foot cone | Constitution |
| Umbral | Mist | Cold | 15-foot cone | Constitution |
| Umbral | Cloud | Thunder | 15-foot cone | Constitution |
| Umbral | Faerie | Radiant | 15-foot cone | Constitution |
| Prismatic | Aurora | Radiant | 15-foot cone | Constitution |
| Prismatic | Eclipse | Necrotic | 5-by-30-foot line | Constitution |
| Prismatic | Spectrum | Force | 5-by-30-foot line | Strength |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Element Trace | Identify whether a visible object or space was recently exposed to your lineage's damage type. |
| Scale Memory | You can describe the color, pattern, and damage on a dragon, Dragonborn, or Kobold scale you examined. |
| Resonant Voice | Choose whether your voice carries a faint elemental, metallic, crystalline, shadowed, or many-toned quality when you wish. |
| Breath Tell | You always know whether your Breath Weapon is available and which visible or sensory sign—heat, vapor, light, static, scent, or another tell—precedes it. |
| Scale Set | You can voluntarily raise, flatten, brighten, dull, warm, cool, or otherwise cosmetically alter a small patch of your scales. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Chromatic

Your scale family resonates with one of the chromatic and expanded chromatic dragon lineages.

Lineage gift: Choose Black, Blue, Green, Red, White, Brown, Gray, Purple, or Yellow. Once per long rest when you roll your Breath Weapon damage, reroll any number of 1s. You must use the new rolls.

> Quick package: choose **Element Trace** as your Ancestral Detail and **Claws of the First Brood** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Metallic

Your scales and breath carry the ordered resonance of metallic and rare metallic dragons.

Lineage gift: Choose Brass, Bronze, Copper, Gold, Silver, Platinum, Mercury, Lead, or Electrum. Once per long rest, a creature that fails its save against your Breath Weapon is also pushed 5 feet or cannot take reactions until the start of its next turn.

> Quick package: choose **Scale Memory** as your Ancestral Detail and **Draconic Presence** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Ferrous

Dense ferrous scales favor defensive hardening and industrial-looking coloration.

Lineage gift: Choose Iron, Chrome, Cobalt, Tungsten, Nickel, or Steel. Once per long rest when an attack hits you, use your reaction to gain +2 AC against that attack, potentially causing it to miss.

> Quick package: choose **Resonant Voice** as your Ancestral Detail and **Hoard Sense** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Gem

Crystalline resonance opens a narrow, language-bound form of telepathy.

Lineage gift: Choose Amethyst, Crystal, Emerald, Sapphire, Topaz, Obsidian, Diamond, Moonstone, or Ruby. You can communicate telepathically with a creature you can see within 30 feet if it knows at least one language.

> Quick package: choose **Breath Tell** as your Ancestral Detail and **Claws of the First Brood** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Umbral

Deep, shadow, mist, cloud, or faerie resonance changes how your senses meet darkness and light.

Lineage gift: Choose Deep, Shadow, Mist, Cloud, or Faerie. You gain Low-Light Vision out to 30 feet. Once per long rest while in dim light, smoke, mist, or magical shadow, you can take the Hide action as a bonus action.

> Quick package: choose **Element Trace** as your Ancestral Detail and **Draconic Presence** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Prismatic

Your lineage refracts among several resonances rather than remaining fixed to one visible spectrum.

Lineage gift: Choose Aurora, Eclipse, or Spectrum. At the end of a long rest, you may change to either of the other Prismatic variants, changing damage type, shape, and save together.

> Quick package: choose **Element Trace** as your Ancestral Detail and **Hoard Sense** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Claws of the First Brood | Your claws are natural weapons that deal 1d6 slashing damage. |
| Draconic Presence | Gain proficiency in Intimidation or Persuasion. Once per long rest, add your proficiency bonus to one check with the chosen skill after rolling. |
| Hoard Sense | You can identify the approximate value and material of mundane gems, precious metals, and coinage after handling them for 1 minute. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Concussive Breath | Once per long rest, creatures that fail the save against your Breath Weapon are pushed 10 feet away from you. |
| Winged Burst | Once per long rest, as a bonus action, manifest physical or spectral wings and leap up to 20 feet horizontally or 10 feet vertically without provoking opportunity attacks. You must end this movement on a surface that supports you. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Wingborne Momentum | Requires Winged Burst. Once per long rest, as a bonus action, manifest your wings for 1 minute. Once on each of your turns during it, you can make Winged Burst's leap as part of your movement, but you must still end every turn supported. |
| Breath Mastery | Once per turn when you roll Breath Weapon damage, treat one damage die showing 1 as though it showed its maximum value. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Frightful Aspect | Once per long rest, as an action, creatures of your choice within 15 feet make a Wisdom save against your Ancestry Save DC or become frightened of you until the end of your next turn. |
| Element Eater | Once per long rest when you take your Draconic Lineage damage type, use your reaction to gain immunity to that instance of damage. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Ancient Pinions | Requires Wingborne Momentum. You can use Wingborne Momentum twice per long rest. While its wings are present, you can glide 20 feet horizontally for every 10 feet you descend and reduce your effective falling distance by 30 feet. |
| Cataclysmic Breath | Once per long rest when you use Breath Weapon, maximize one-half of its damage dice, rounded down, instead of rolling them. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Draconic Pride:* A public challenge to your competence, lineage, or courage is difficult to ignore.
- *Hoarding Instinct:* Choose knowledge, promises, trophies, coin, art, or another treasure that is emotionally difficult to surrender.
- *Elemental Tell:* Strong emotion produces a visible trace of your breath element, making calm or secrecy harder.

## Roleplaying This Ancestry

- Which origin story about Dragonborn do you believe?
- How does your scale family mark achievement, grief, or public failure?
- What do others wrongly assume from your color or breath?

## Quick Builds

For the classic durable dragonborn, choose Chromatic with Draconic Presence. For a future aerial character, choose Gem or Metallic with Winged Burst.

# 2.6 - Kobold

Kobolds are small draconic people organized around found family, practical ingenuity, and scale lineages. Their draconic variants influence color and magic without duplicating a Dragonborn breath weapon.

## Hiraeth Context

Kobolds claim draconic descent and have only recently returned to broad notice in many parts of Hiraeth. Their societies often emphasize found family, warning signals, salvage, tunnels, and collective survival, but no kobold is required to embody those traditions. Scale family supplies a draconic echo without copying the Dragonborn breath weapon, and tunnel familiarity does not grant every Kobold supernatural night vision.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 8 years |
| Lifespan | Usually 55 to 80 years |
| Height | Usually 2 ft 4 in to 3 ft 4 in (71 to 102 cm) |
| Typical Weight | Usually 30 to 55 lb (14 to 25 kg) |
| Size | Small |

Kobolds are small draconic people whose scales, crests, muzzles, and tails vary by family. Gear is frequently repaired, inherited, repurposed, and marked by the group that maintains it.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Small |
| Speed | 30 feet |
| Typical Lifespan | Usually 55 to 80 years |

| Chassis trait | Rule |
| --- | --- |
| Kobold Cunning | Gain proficiency in Investigation, Sleight of Hand, or Stealth. |
| Pack Cry | Once per long rest, as a bonus action, distract enemies within 10 feet. Until the start of your next turn, you and your allies have advantage on the first attack each makes against one affected enemy that can hear you. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Tunnel Count | Keep an accurate mental count of junctions and vertical changes while moving underground. |
| Scent Map | Recognize a location you have visited within the last 30 days by its ordinary mixture of earth, air, water, smoke, and inhabitants. |
| Heat Trace | At close range, tell whether an unattended object or surface was held by a warm living body within the last minute. |
| Flexible Frame | Accurately judge whether your body can squeeze through a visible opening before entering it. |
| Tail Balance | If you have a tail, you can use it to balance or signal emotion during ordinary movement; if not, choose another visible balancing adaptation. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Chromatic Scale

Chromatic color and elemental signs appear in your scales without granting a Dragonborn's breath.

Lineage gift: Learn one utility cantrip. Its visible effect resembles acid, frost, flame, poison vapor, or static energy.

> Quick package: choose **Tunnel Count** as your Ancestral Detail and **Trapwise** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Metallic Scale

Metallic resonance reinforces the cooperative acts by which many kobold groups survive.

Lineage gift: Once per long rest when you take the Help action, the helped creature also gains temporary Hit Points equal to your proficiency bonus.

> Quick package: choose **Scent Map** as your Ancestral Detail and **Scrapcraft** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Ferrous Scale

Your scales have the weight, hue, or magnetic feel of worked ferrous material.

Lineage gift: You have advantage on checks to locate, appraise, or work common metal, and count as one size larger when carrying metal objects.

> Quick package: choose **Heat Trace** as your Ancestral Detail and **Skitter** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Gem Scale

Crystal resonance carries thought between willing, language-using minds.

Lineage gift: You can communicate telepathically with a willing creature you can see within 30 feet if it knows a language.

> Quick package: choose **Flexible Frame** as your Ancestral Detail and **Trapwise** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Umbral Scale

Darkness is the natural visual environment of your scale family, while hard sunlight remains difficult.

Lineage gift: You gain Low-Light Vision out to 30 feet. You can attempt to Hide while lightly obscured by dim light, smoke, mist, or a creature larger than you.

> Quick package: choose **Tunnel Count** as your Ancestral Detail and **Trapwise** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Prismatic Scale

Your scales change tone or sheen as their limited elemental defense shifts.

Lineage gift: After a long rest, choose acid, cold, fire, lightning, or poison. Once before your next long rest when you take that damage, reduce it by twice your proficiency bonus.

> Quick package: choose **Tunnel Count** as your Ancestral Detail and **Skitter** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Trapwise | Gain proficiency with Thieves' Tools. You have advantage on checks made to identify a trap's trigger after observing it for 1 minute. |
| Scrapcraft | Gain proficiency with Tinker's Tools. During a long rest, create one piece of mundane adventuring gear worth 5 GP or less from available scrap. |
| Skitter | Once per long rest, take the Disengage action as a bonus action and move up to 10 feet. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Draconic Spark | Choose acid, cold, fire, lightning, or poison. Once per turn when you hit with an attack, you can deal extra damage of that type equal to your proficiency bonus. You can do this once per long rest. |
| Tunnel Runner | Gain a climb Speed of 20 feet. You can squeeze through spaces sized for a Tiny creature, though each foot costs 1 extra foot of movement. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Perfect Ambush | Once per long rest when you roll initiative while hidden or unseen, add your proficiency bonus to the roll and move 10 feet. |
| Pack Escape | When you use Pack Cry, choose one ally within 10 feet. That ally can use its reaction to move 10 feet without provoking opportunity attacks. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Voice of the Great Wyrm | Once per long rest, cast command without a spell slot. Choose Intelligence, Wisdom, or Charisma when you gain this talent. |
| Master Trapper | During a short or long rest, prepare one portable snare. As an action, place it in an adjacent space. The first Large or smaller creature entering makes a Dexterity save against your Ancestry Save DC or becomes restrained until it uses an action to escape. The snare expires at your next long rest. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Dragon's Shadow | Once per long rest, as a bonus action, become invisible for 1 minute. The effect ends after you attack, deal damage, or cast a spell. |
| Unbreakable Pack | Once per long rest when an ally within 30 feet would drop to 0 Hit Points, use your reaction to let it drop to 1 Hit Point instead. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Pack Alarm:* When isolated from trusted companions, you become cautious, noisy, controlling, or eager to reunite.
- *Authority Reflex:* Dragons, Dragonborn, powerful patrons, or domineering leaders trigger an old pattern of deference or defiance.
- *Scrap Attachment:* You keep a visibly useless object because it belongs to a communal repair, memory, or future plan.

## Roleplaying This Ancestry

- Who belongs to your found family or working group?
- Which signal means danger, welcome, or 'this is mine'?
- How do you feel about dragons and Dragonborn claiming authority over kobolds?

## Quick Builds

For a scout, choose Umbral Scale with Trapwise. For a party-supporting kobold, choose Metallic Scale with Skitter.

# 2.7 - Goliath

Goliaths carry giant legacies without being bound to one climate or social tradition. Choose a giant Lineage for the supernatural expression of that legacy.

## Hiraeth Context

Beccan traditions trace the Goliaths to Beccarack, conqueror of the North, and the Gu-Li-Oth from whom his many children descended. Whether every detail is literal history, political myth, or both is disputed. After Beccarack vanished, his descendants were driven back toward the mountains and later spread into many clans and cities.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 17 years |
| Lifespan | Usually 90 to 120 years |
| Height | Usually 6 ft 6 in to 8 ft (198 to 244 cm) |
| Typical Weight | Usually 220 to 380 lb (100 to 172 kg) |
| Size | Medium |

Goliaths are massive humanoids whose giant legacies may show through skin, eyes, temperature, voice, shadow, or stature. These signs do not prescribe clan or temperament.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Medium |
| Speed | 30 feet |
| Typical Lifespan | Usually 90 to 120 years |

| Chassis trait | Rule |
| --- | --- |
| Powerful Build | Count as one size larger when determining carrying capacity and the weight you can push, drag, or lift. |
| Mountain-Born | You are acclimated to high altitude and ignore nonmagical penalties caused solely by thin air. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Load Sense | Accurately judge the weight category and obvious leverage risk of a visible mundane load. |
| Altitude Sense | Recognize ordinary symptoms of thin air and abrupt pressure change. |
| Weather Bones | Recognize when a major nonmagical temperature or pressure change is approaching within the next hour. |
| Sure Grip | You can tell whether a visible handhold is obviously too weak, sharp, hot, cold, or slick for your bare hand before committing your weight. |
| Long Measure | Using only your own reach, stride, or height as reference, accurately estimate the rough height or length of a nearby Large or smaller object. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Cloud Giant

Cloud legacy appears through lightness, mist, altitude, or a body that seems slow to fall.

Lineage gift: Once per long rest when you fall, use your reaction to reduce the fall distance by 60 feet and move 10 feet horizontally.

> Quick package: choose **Load Sense** as your Ancestral Detail and **Giant's Endurance** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Fire Giant

Heat, forge color, and sudden burning force mark this giant legacy.

Lineage gift: Ignore nonmagical extreme heat. Once per long rest when you deal damage, deal extra fire damage equal to your proficiency bonus.

> Quick package: choose **Altitude Sense** as your Ancestral Detail and **Long Stride** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Frost Giant

Cold follows your breath or skin, and your blows can carry winter's slowing weight.

Lineage gift: Ignore nonmagical extreme cold. Once per long rest when you hit a creature, reduce its Speed by 10 feet until your next turn.

> Quick package: choose **Weather Bones** as your Ancestral Detail and **Titanic Grip** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Hill Giant

This legacy expresses blunt endurance and immense, straightforward force.

Lineage gift: Once per long rest when you fail a Strength check or saving throw, reroll it.

> Quick package: choose **Sure Grip** as your Ancestral Detail and **Giant's Endurance** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Stone Giant

Natural stone feels climbable and concealing to a body that shares its tones and stillness.

Lineage gift: Gain a climb Speed of 20 feet on natural stone and proficiency in Stealth while among stone.

> Quick package: choose **Long Measure** as your Ancestral Detail and **Long Stride** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Storm Giant

Your body carries a storm's pressure and answers violence with lightning.

Lineage gift: Once per long rest when a creature within 30 feet hits you, use your reaction to deal lightning damage equal to your proficiency bonus.

> Quick package: choose **Load Sense** as your Ancestral Detail and **Titanic Grip** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Fomorian

A distorted or uncanny giant legacy grants dark sight and an imposing presence without dictating evil.

Lineage gift: Gain proficiency in Intimidation. Once per long rest after a creature you can see within 30 feet makes a d20 roll, subtract 1d4 from the roll before the outcome is declared.

> Quick package: choose **Long Measure** as your Ancestral Detail and **Titanic Grip** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Rune Giant

Runes, old speech, and minor magic appear as inherited giant resonance.

Lineage gift: Learn one utility cantrip and one additional language.

> Quick package: choose **Weather Bones** as your Ancestral Detail and **Long Stride** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Death Giant

You carry an awareness of death and the Undead that need not imply worship or corruption.

Lineage gift: You have advantage on saving throws against being frightened by Undead, and always know whether a visible corpse died within the last 24 hours.

> Quick package: choose **Sure Grip** as your Ancestral Detail and **Titanic Grip** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Sun Giant

Light, desert heat, and courage-bearing radiance mark this giant legacy.

Lineage gift: Learn the light cantrip. Once per long rest, creatures of your choice within 10 feet have advantage on their next save against fear before your next turn.

> Quick package: choose **Long Measure** as your Ancestral Detail and **Giant's Endurance** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Tide Giant

Your giant inheritance is expressed through water, breath, and powerful swimming.

Lineage gift: Gain a swim Speed equal to your walking Speed and can hold your breath for 30 minutes.

> Quick package: choose **Load Sense** as your Ancestral Detail and **Long Stride** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Giant's Endurance | Once per long rest when you take damage, use your reaction to reduce it by your proficiency bonus plus your Constitution modifier. |
| Long Stride | Your walking Speed increases by 5 feet. |
| Titanic Grip | You have advantage on checks made to initiate or escape a grapple. You do not gain this advantage against creatures two or more sizes larger than you. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Hurling Arm | Thrown weapons you use have their normal and long ranges increased by 20 feet. Once per turn, drawing a thrown weapon requires no object interaction. |
| Giant's Reprisal | Once per long rest after a creature within your reach damages you, use your reaction to shove it. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Towering Advance | Once per long rest, as a bonus action, become Large for 1 minute if space permits. Your reach does not increase, but Powerful Build counts you as Huge. You can end this early as a bonus action. |
| Unyielding Footing | You have advantage on saving throws and ability checks against being knocked prone or moved against your will. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Earthshaker | Once per long rest, as an action, creatures of your choice on the ground within 10 feet make a Strength save against your Ancestry Save DC or fall prone. |
| Giant's Recovery | When you use Giant's Endurance, gain temporary Hit Points equal to your proficiency bonus after reducing the damage. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Titanic Form | Requires Towering Advance. It lasts 10 minutes, and your reach increases by 5 feet while it is active. |
| World-Bearer | Once per long rest when you fail a Strength or Constitution saving throw, treat the roll as a success. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Oversized Ego:* Retreating from a smaller or visibly weaker challenger feels like a public humiliation.
- *Heavy Presence:* Furniture, roads, clothing, mounts, and social spaces often fail to accommodate you gracefully.
- *Ancestral Reputation:* Others connect your giant legacy to Beccarack, conquest, or an elemental danger you did not choose.

## Roleplaying This Ancestry

- Do you treat the story of Beccarack as ancestry, warning, propaganda, or myth?
- What contest or public challenge does your community use to settle conflict?
- How has your giant legacy shaped how strangers read your body?

## Quick Builds

For a defender, choose Stone Giant or Hill Giant with Giant's Endurance. For a mobile striker, choose Cloud Giant with Long Stride.

# 2.8 - Aerimpi

Aerimpi are small, wind-associated people sometimes compared to halflings in other realms. Their heritages express aerial, hearth, gliding, and cliff-running adaptations.

## Hiraeth Context

Aerimpi are closely associated with the Ravine's chasms, suspended settlements, light flying gondolas, aerial trade, festivals, music, and dance. Their bodies excel at leaps, falls, glides, and reading wind without becoming ordinary self-powered flight. Hillhome and woodland-descended Aerimpi broaden that inheritance beyond a single aerial stereotype. An Aerimpi can be from elsewhere; Ravine identity is represented through Heritage.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 18 years |
| Lifespan | Usually 80 to 120 years |
| Height | Usually 2 ft 10 in to 3 ft 8 in (86 to 112 cm) |
| Typical Weight | Usually 30 to 55 lb (14 to 25 kg) |
| Size | Small |

Aerimpi are slender smallfolk adapted to balance and motion. Earlier accounts describe complexions from sun-gold to deep olive and hair in dark, blue, silver, or sky-like hues.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Small |
| Speed | 30 feet |
| Typical Lifespan | Usually 80 to 120 years |

| Chassis trait | Rule |
| --- | --- |
| Brave | You have advantage on saving throws you make to avoid or end the frightened condition. |
| Nimble | You can move through the space of a creature at least one size larger than you. Its space remains difficult terrain. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Wind Read | Estimate the direction of local drafts, cliff winds, and ordinary airborne instability. |
| Fall Sense | You always know the direction and approximate distance of your own last uncontrolled drop. |
| Light Step | You can tell whether a visible narrow perch, line, or branch can bear your weight before stepping onto it. |
| Draft Memory | After moving through a space, remember the direction of its strongest ordinary air current for 24 hours. |
| Far Motion | Against an open sky, you can distinguish whether a distant visible speck is rising, falling, approaching, or receding. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Sky Dancer

You inherit the leap, timing, and fearless gaps associated with the Ravine's aerial festivals.

Lineage gift: Once per long rest, as a bonus action, leap up to 15 feet horizontally or 10 feet vertically without provoking opportunity attacks.

> Quick package: choose **Wind Read** as your Ancestral Detail and **Aerimpi Luck** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Wind Warden

Your body and reflexes answer falling air in time to protect another traveler.

Lineage gift: Once per long rest when you or an ally within 10 feet takes falling damage, use your reaction to reduce that damage by five times your proficiency bonus.

> Quick package: choose **Fall Sense** as your Ancestral Detail and **Underfoot** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Hillhome

Hillhome Aerimpi preserve a grounded smallfolk expression built around hearth, slope, and climbing.

Lineage gift: Gain a climb Speed of 15 feet. Standing from prone costs you only 5 feet of movement while you are on natural earth or stone.

> Quick package: choose **Light Step** as your Ancestral Detail and **Hearthwise** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Glimmergrove

Woodland and glimmering air currents let you turn a fall into a controlled glide.

Lineage gift: When falling, glide 20 feet horizontally for every 10 feet descended and reduce effective falling distance by 20 feet.

> Quick package: choose **Draft Memory** as your Ancestral Detail and **Aerimpi Luck** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Riftrunner

Rope, scree, rain, and narrow crossings are the ordinary footing of your lineage.

Lineage gift: Rain, scree, rope sway, and narrow ledges do not impose disadvantage on your Athletics or Acrobatics checks.

> Quick package: choose **Far Motion** as your Ancestral Detail and **Underfoot** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Aerimpi Luck | Once per long rest when you roll a 1 on a d20 test, reroll the die. You must use the new roll. |
| Underfoot | Once per long rest when a creature misses you with a melee attack, use your reaction to move 5 feet without provoking opportunity attacks. |
| Hearthwise | Gain proficiency in Insight or Survival, and can identify whether mundane food or water has spoiled. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Wind-Carried | Once per long rest, as a bonus action, increase your Speed by 15 feet until the end of the turn and ignore nonmagical difficult terrain. |
| Shared Luck | Requires Aerimpi Luck. When you use it, you can instead let an ally within 30 feet reroll its natural 1. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Dance on Air | Once per long rest, as a bonus action, leap up to your walking Speed horizontally or half that distance vertically without provoking opportunity attacks. You must end on a supporting surface unless another feature lets you glide to one. |
| Slip the Giant | Creatures larger than you have disadvantage on opportunity attacks against you. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Windbreak | Once per long rest when you and allies within 10 feet make a Dexterity saving throw against the same effect, grant those creatures half cover for that save. |
| Hero of the Hearth | When you finish a short rest, choose up to six creatures who rested with you. Each gains temporary Hit Points equal to your proficiency bonus. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Fortune's Favorite | Aerimpi Luck can reroll any d20 result of 5 or lower. |
| Open Sky Mastery | Requires Dance on Air. You can use Dance on Air twice per long rest. During its leap you can change direction once, and if you have a gliding Lineage you can begin gliding rather than landing. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Guest-Right Obligation:* Once you accept or offer formal hospitality, abandoning its duties feels intolerable.
- *Edge Confidence:* Height, wind, speed, and narrow footing tempt you to treat a genuine risk as familiar.
- *Grounded Restlessness:* Long periods underground, indoors, or unable to see an open route make you visibly unsettled.

## Roleplaying This Ancestry

- Which guest-right custom is sacred to you?
- What festival, song, or journey first taught you courage?
- Are you tied to the Ravine, a Hillhome community, a woodland settlement, or somewhere else?

## Quick Builds

For a classic lucky traveler, choose Riftrunner with Aerimpi Luck. For an aerial specialist, choose Glimmergrove with Wind-Carried.

# 2.9 - Felis

Felis are catfolk with varied builds, coats, and movement adaptations. Pride, alley, jungle, and snow identities can carry both inherited and learned meanings; this page uses Lineage only for physical or supernatural expressions.

## Hiraeth Context

Earlier HAG material presented Pride Lords, Swift Paws, Alley Cats, Grimalkin, Jungle Stalkers, and Snow Prowlers as distinct Felis packages. V4.0 retains their bodily or supernatural elements as Lineages while leaving territory and community to Heritage and occupation to Background.

## Lifecycle and Physical Profile

| Field | Typical Range |
| --- | --- |
| Maturity | About 16 years |
| Lifespan | Usually 70 to 100 years |
| Height | Usually 3 ft 6 in to 6 ft 8 in (107 to 203 cm) |
| Typical Weight | Usually 40 to 210 lb (18 to 95 kg) |
| Size | Small or Medium, chosen when you select this ancestry |

Felis may be Small or Medium, with coats, tails, ears, muzzles, manes, and builds reminiscent of many feline forms. Lineage affects adaptation, not personality.

> These are setting averages, not restrictions. Within the selected size category, choose the height, build, coloration, sex characteristics, mobility aids, scars, and other features that fit the character.

## Ancestry Chassis

| Field | Rule |
| --- | --- |
| Creature Type | Humanoid |
| Size | Small or Medium, chosen when you select this ancestry |
| Speed | 30 feet |
| Typical Lifespan | Usually 70 to 100 years |

| Chassis trait | Rule |
| --- | --- |
| Low-Light Vision | You have Low-Light Vision out to 60 feet. |
| Claws | Your claws are natural weapons that deal 1d4 slashing damage. You also have a climb Speed of 15 feet. |
| Sure Landing | Reduce any falling damage you take by an amount equal to twice your level. |

## Ancestral Details

Choose one Ancestral Detail at character creation. Details preserve the small sensory and physical choices present in earlier HAG systems without adding another power currency. A Detail supplies reliable narrow information or expression; it does not grant blanket advantage unless it explicitly says so. Your lineage recommends one in its Quick Package, but you may choose any Detail on this page.

| Detail | Inherited expression |
| --- | --- |
| Predator Focus | After observing a moving creature, identify an obvious limp, hesitation, or change of pace. |
| Keen Smell | Recognize a familiar creature, food, or common substance by scent at close range. |
| Territory Read | Recognize visible scratch, scent, marker, or arrangement used to claim ordinary territory. |
| Balance Habit | Accurately judge whether a visible ledge or branch is broad enough to support your size. |
| Ear and Tail Speech | If you have expressive ears, a tail, or similar features, choose which simple emotional states companions can learn to recognize from them. |

## Lineages

Choose one lineage, or replace this choice with a versatile lineage. A lineage is a physical, inherited, environmental, or supernatural sub-race package; it is not your nationality or profession.

### Pride Lord

Large-cat build and presence make you physically imposing without assigning you authority over others.

Lineage gift: Count as one size larger for carrying capacity and gain proficiency in Intimidation.

> Quick package: choose **Predator Focus** as your Ancestral Detail and **Feline Agility** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Swift Paw

Long stride, flexible spine, and explosive motion distinguish this Lineage.

Lineage gift: Your walking Speed increases by 5 feet.

> Quick package: choose **Keen Smell** as your Ancestral Detail and **Predator's Focus** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Alley Cat

A compact, flexible body is adapted to crowded structures, narrow gaps, and close urban movement.

Lineage gift: Gain proficiency in Stealth or Sleight of Hand. You can move through a space only 1 foot narrower than you without squeezing.

> Quick package: choose **Territory Read** as your Ancestral Detail and **Soft Step** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Grimalkin

Fey or uncanny magic appears in your eyes, shadow, voice, coat, or impossible luck.

Lineage gift: Learn one utility cantrip and choose Intelligence, Wisdom, or Charisma as its spellcasting ability.

> Quick package: choose **Balance Habit** as your Ancestral Detail and **Feline Agility** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Jungle Stalker

Powerful climbing limbs and foliage-adapted movement mark this Lineage.

Lineage gift: Your climb Speed equals your walking Speed, and nonmagical foliage does not cost extra movement.

> Quick package: choose **Ear and Tail Speech** as your Ancestral Detail and **Predator's Focus** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Snow Prowler

Wide paws, insulating coat, and a hunter's read of tracks suit deep snow.

Lineage gift: Ignore nonmagical difficult terrain from snow and have advantage on checks to track creatures across snow.

> Quick package: choose **Predator Focus** as your Ancestral Detail and **Soft Step** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Ancestry Talents

Choose one Ancestral Trait at level 1 and another ancestry talent at levels 5, 10, 15, and 20. You may also choose an eligible universal option.

When a later Talent appears, decide how it was discovered: training, crisis, inherited memory, prophecy, supernatural change, or another explanation that belongs to this character.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Feline Agility | Once per long rest, as a bonus action, double your Speed until the end of the turn. |
| Predator's Focus | Gain proficiency in Perception. Once per long rest, add your proficiency bonus to one sight- or hearing-based Perception check after rolling. |
| Soft Step | Moving at half Speed does not impose disadvantage on your Stealth checks because of noisy natural ground. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Pouncing Start | Once per long rest when you roll initiative, move up to 10 feet without provoking opportunity attacks. |
| Raking Claws | Your Claws deal 1d6 damage and can use Dexterity instead of Strength for attack and damage rolls. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Impossible Balance | You have advantage on checks and saving throws made to keep your footing, and standing from prone costs only 5 feet of movement. |
| Nine-Lived | Once per long rest when you fail a Dexterity saving throw, reroll it. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Vanishing Prowl | Once per long rest, as a bonus action while in dim light or natural cover, become invisible until the start of your next turn or until you attack or cast a spell. |
| Perfect Climber | Your climb Speed equals your walking Speed, and you can climb difficult surfaces without a check unless they are magically slick or offer no purchase. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Refuse the Fall | Once per long rest when damage would reduce you to 0 Hit Points without killing you outright, drop to 1 Hit Point and move up to 10 feet without provoking opportunity attacks. |
| Predator Between Heartbeats | Requires Feline Agility. When you use it, you can take the Dash or Hide action as part of the same bonus action. |

## Suggested Ancestry-Associated Flaws

These optional prompts recover the ancestry-associated pressures of earlier systems without awarding extra power. Choose one, adapt one, or use a Universal Flaw.

- *Water Unease:* Deep immersion, heavy rain, or water that hides the ground provokes avoidance or overreaction.
- *Predatory Fixation:* Sudden fleeing movement or a small elusive target can capture your attention at the wrong moment.
- *Finicky Need:* Choose a food, sleeping arrangement, grooming routine, or sensory comfort that is hard to replace while traveling.

## Roleplaying This Ancestry

- What behavior do you treat as a territorial intrusion?
- How do you signal trust, comfort, warning, or play?
- Which stereotype about your feline form do you deliberately contradict?

## Quick Builds

For a climber, choose Jungle Stalker with Soft Step. For a fast skirmisher, choose Swift Paw with Feline Agility.

# 3 - Versatile Lineages

Aasimar, Tiefling, and mixed-ancestry options that replace a normal lineage.

# 3.1 - Aasimar

Aasimar are mortals marked by celestial blood, sacred aftermath, prophecy, or direct divine attention. Their base ancestry describes their body; Aasimar describes the celestial influence.

Choose one named Aasimar Lineage on this page as the versatile lineage that replaces a lineage from your base ancestry. Retain your ancestry chassis and choose your Ancestral Detail from that ancestry. Record the complete answer, such as **Guardian Aasimar**, as one Lineage choice.

## Hiraeth Context

The celestial conflict between Pythia and Malchor produced the Aasimar: celestial blood and power fell into the mortal world, marking people whose descendants could carry that influence. The gold or silver marks remain visible evidence of where that blood touched an ancestral body. Earlier accounts describe small, close communities, both valued and feared for healing, power, and the possibility of passing the Lineage to children. V4.0 treats this as a supernatural inheritance layered over any mortal ancestry.

## Physical and Supernatural Manifestation

Choose, combine, or invent manifestations that fit the character:

- Gold or silver birthmarks, spots, or strands of hair that shimmer softly and brighten during celestial power.
- A symbol of a virtue that appeared at birth and returns during revelation.
- A halo, luminous eyes, feathered shadow, impossible warmth, storm scent, or momentary omen.
- Marks subtle enough to hide beneath hair, clothing, pigment, or jewelry, though they never disappear completely.

These signs can be obvious, subtle, intermittent, or hidden. They do not determine alignment or personality.

## Shared Versatile-Lineage Traits

| Shared trait | Rule |
| --- | --- |
| Gold or Silver Birthmarks | Most Aasimar bear gold or silver marks across skin or hair where celestial blood is said to have touched an ancestor. They can be faint or concealed, but they shimmer at rest and glow when you use an Aasimar gift or Talent. A virtue-sign seen at birth returns above or around you during Celestial Revelation. Choose the mark, the virtue associated with it, and who first interpreted it. |
| Healing Hands | Once per long rest, as an action, touch a creature and restore Hit Points equal to your proficiency bonus plus your level. |

## Named Aasimar Lineages

Choose one Aasimar Lineage. Its gift combines with the shared traits above.

### Fallen

A celestial inheritance has been wounded, severed, judged, or turned toward grave power. Fallen does not mean evil.

Lineage gift: Once per long rest when you damage a creature, deal extra necrotic damage equal to your proficiency bonus.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Sacred Language** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Guardian

Your celestial sign expresses shelter, intercession, endurance, and the refusal to abandon another.

Lineage gift: Once per long rest when an adjacent ally takes damage, use your reaction to reduce it by your proficiency bonus.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Celestial Bearing** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Seraphim

Radiance, wings, sacred fire, or an unmistakable virtue-symbol defines your revelation.

Lineage gift: Learn the light cantrip. Your light can appear as luminous marks, hair, eyes, or a halo.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Winged Sign** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Stormbringer

The celestial conflict remains in you as thunder, lightning, pressure, and charged air.

Lineage gift: Once per long rest when you take lightning or thunder damage, use your reaction to reduce it by twice your proficiency bonus.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Celestial Bearing** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Oracle

Prophetic patterns gather around you, though signs remain partial and interpretation fallible.

Lineage gift: Once per long rest after a creature you can see makes a d20 roll, add or subtract 1d4 before the outcome is declared.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Truth-Seeking Eyes** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Versatile-Lineage Talents

These Talents are discoveries and transformations, not a claim that every child begins life able to use them. Describe what awakened the choice and whether its visible signs were always present.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Celestial Guide | Learn the guidance cantrip. Once per long rest, cast it as a bonus action. |
| Truth-Seeking Eyes | Gain proficiency in Insight. Once per long rest, add your proficiency bonus to an Insight check after rolling. |
| Sacred Language | Learn one celestial or liturgical language and gain proficiency in Religion. |
| Winged Sign | You possess physical wings or can manifest substantial celestial wings when falling. You can glide 10 feet horizontally for every 10 feet you descend and reduce your effective falling distance by 20 feet. This Trait does not grant a Fly Speed. |
| Celestial Bearing | Gain proficiency in Athletics or Persuasion. Once per long rest when you roll initiative, choose yourself or one ally within 10 feet to gain temporary Hit Points equal to your proficiency bonus. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Celestial Revelation | Once per long rest, as a bonus action, reveal celestial power for 1 minute. Once per turn when you deal damage or restore Hit Points, add your proficiency bonus to one damage or healing roll. Your birthmarks and virtue-sign become unmistakable, and your revelation may include a halo, changed voice, corona, or wings. |
| Guardian Light | Once per long rest when an ally within 30 feet fails a saving throw, use your reaction to add 1d4 to the roll. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Revelation Wings | Requires Winged Sign and Celestial Revelation. While Celestial Revelation is active, you gain a Fly Speed equal to your walking Speed. You cannot hover, carry another creature while flying, or use this flight in heavy armor. If the revelation ends aloft, you glide normally. |
| Restorative Hands | Healing Hands restores twice your proficiency bonus plus your level. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Be Not Afraid | Once per long rest, as an action, creatures of your choice within 15 feet make a Wisdom save against your Ancestry Save DC or become frightened until the end of your next turn. |
| Celestial Resistance | Gain resistance to radiant or necrotic damage, chosen when you take this talent. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Celestial Apotheosis | Requires Revelation Wings. Your wings can remain manifested, and you gain a permanent Fly Speed equal to your walking Speed while not wearing heavy armor. You cannot hover or carry another creature while flying. Your birthmarks and virtue-sign become a recognized omen whose meaning you define with the GM. |
| Miracle of Mercy | Once per long rest when a creature within 30 feet would drop to 0 Hit Points, use your reaction to let it drop to 1 Hit Point and regain Hit Points equal to your proficiency bonus. |

## Suggested Lineage-Associated Flaws

These are optional story pressures and grant no additional power.

- *Expected Virtue:* Family or strangers demand that you embody the virtue-sign associated with your birth.
- *Visible Revelation:* Your celestial signs become difficult to hide during stress, magic, or moral conflict.
- *Divine Claim:* A temple, omen-reader, celestial agent, or frightened community believes your power creates an obligation.

## Roleplaying Aasimar

- Which virtue-sign appeared at your birth, and who decided what it meant?
- Does your family treat the celestial inheritance as blessing, obligation, danger, or political value?
- What do you fear people will demand when they learn you can heal or reveal celestial power?

## Quick Builds

Choose a base ancestry for physical form, then select the Aasimar lineage that describes the celestial manifestation. Guardian with Guardian Light makes a restrained protector; Oracle with Truth-Seeking Eyes makes a prophetic investigator.

# 3.2 - Tiefling

Tieflings are mortals marked by fiendish pacts, bloodlines, curses, or liminal forces. A lineage is an influence, not a moral alignment.

Choose one named Tiefling Lineage on this page as the versatile lineage that replaces a lineage from your base ancestry. Retain your ancestry chassis and choose your Ancestral Detail from that ancestry. Record the complete answer, such as **Shadow Tiefling**, as one Lineage choice.

## Hiraeth Context

Tieflings carry fiendish, pact-bound, cursed, or liminal influence without inheriting a moral alignment. Earlier HAG versions organized many lineages around the Seven Deadly Sins, Lilith, and other infernal or boundary powers. V4.0 retains all fifteen names and their aesthetic identities while making each influence compatible with any base ancestry.

## Physical and Supernatural Manifestation

Choose, combine, or invent manifestations that fit the character:

- Horns, fangs, claws, hooves, a tail, unusual eyes, patterned skin, chitin, smoke, heat, or cold.
- A shadow that moves incorrectly, an echo that answers late, or a scent of ash, flowers, metal, storm, or the void.
- A celestial-looking, bestial, elemental, or chaotic sign that complicates easy assumptions about fiendish ancestry.
- No permanent visible sign; the lineage appears only during magic, anger, fear, hunger, or deliberate revelation.

These signs can be obvious, subtle, intermittent, or hidden. They do not determine alignment or personality.

## Shared Versatile-Lineage Traits

| Shared trait | Rule |
| --- | --- |
| Fiendish Manifestation | Choose visible or subtle signs such as horns, unusual eyes, a tail, patterned skin, a shadow that moves incorrectly, or none. |

## Named Tiefling Lineages

Choose one Tiefling Lineage. Its gift combines with the shared traits above.

### Pride

Command, self-sovereignty, and the danger of public humiliation shape this infernal resonance.

Lineage gift: Learn thaumaturgy. Once per long rest, add your proficiency bonus to an Intimidation or Persuasion check after rolling.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Greed

Value, possession, debt, and gleaming conjured objects follow this lineage.

Lineage gift: Learn mage hand; it appears metallic or jeweled. You can accurately appraise mundane coinage and gems.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Lust

Desire, fascination, intimacy, and dangerous influence define the legacy; they never override player or NPC consent.

Lineage gift: Learn friends. A target knows it was influenced normally when the spell ends.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Envy

Imitation, borrowed appearance, and dissatisfaction gather around your magic.

Lineage gift: Learn minor illusion. Once per long rest, its duration can be 10 minutes without concentration.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Gluttony

Consumption, poison, appetite, and the fear of never having enough mark this inheritance.

Lineage gift: Learn poison spray. You can identify spoiled or poisoned mundane food by smell.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Natural Armament** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Wrath

Heat and immediate retaliation make anger physically visible without controlling your choices.

Lineage gift: Learn produce flame. Once per long rest when you take damage, deal fire damage equal to your proficiency bonus to an adjacent attacker.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Hellish Rebuke** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Sloth

Unseen labor, distant manipulation, and resistance to exertion shape this lineage's magic.

Lineage gift: Learn mage hand. It can carry up to 15 pounds but cannot activate magic items.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Lilith

Old flame, autonomy, taboo rites, and resistance to imposed authority are associated with this inheritance.

Lineage gift: Learn control flames. You have advantage on checks to identify infernal contracts and rites.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Hellish Rebuke** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Deceiver

Masks, false appearances, and the craft of presentation surround your lineage.

Lineage gift: Learn minor illusion. Gain proficiency with Disguise Kit.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Elements

A shifting elemental influence refuses a single infernal shape.

Lineage gift: Learn one of control flames, gust, mold earth, or shape water. Change the choice after a long rest.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Hellish Rebuke** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Shadow

Dim light, concealment, and an independently expressive shadow mark this legacy.

Lineage gift: Learn minor illusion. You can attempt to Hide while lightly obscured by dim light.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Celestial

Celestial and fiendish signs coexist, challenging any simple account of the bloodline.

Lineage gift: Learn spare the dying. Its manifestation mixes celestial and fiendish signs.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Beast-Touched

Claw, fang, posture, scent, and primal magic carry the lineage through the body.

Lineage gift: Learn primal savagery. You can communicate simple emotional ideas to Beasts through posture and sound.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Natural Armament** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Chaos

Harmless effects, color, sound, and chance refuse to manifest the same way twice.

Lineage gift: Learn prestidigitation. Its harmless sensory effects can change appearance each time.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Hellish Rebuke** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

### Void

Silence, distance, missing light, and private messages express an influence from beyond ordinary infernal categories.

Lineage gift: Learn message. Its sound is audible only to the intended recipient.

> Quick package: choose the base-Ancestry Detail that best matches your manifestation and choose **Fiendish Tongue** as your level-1 Ancestral Trait. This is a ready-to-play recommendation, not a restriction; you may replace either choice normally.

## Versatile-Lineage Talents

These Talents are discoveries and transformations, not a claim that every child begins life able to use them. Describe what awakened the choice and whether its visible signs were always present.

### Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Fiendish Tongue | Learn Abyssal, Infernal, or another setting-appropriate fiendish language and gain proficiency in Deception or Religion. |
| Natural Armament | Gain horns, claws, fangs, or a barbed tail as a natural weapon dealing 1d6 piercing or slashing damage. |
| Hellish Rebuke | Once per long rest, cast hellish rebuke at 1st level. Choose Intelligence, Wisdom, or Charisma when you gain this talent. |
| Winged Manifestation | You possess physical wings or can manifest substantial fiendish wings when falling. You can glide 10 feet horizontally for every 10 feet you descend and reduce your effective falling distance by 20 feet. This Trait does not grant a Fly Speed. |

### Level 5 Talents

| Talent | Rule |
| --- | --- |
| Fiendish Resistance | Choose fire, cold, poison, psychic, or necrotic damage. You gain resistance to that type. |
| Legacy Spell | Choose one 1st-level spell approved by the GM that matches your lineage. Cast it once per long rest without a spell slot. |

### Level 10 Talents

| Talent | Rule |
| --- | --- |
| Infernal Wings | Requires Winged Manifestation. Once per long rest, as a bonus action, gain a Fly Speed equal to your walking Speed for 1 minute. You cannot hover, carry another creature while flying, or use this flight in heavy armor. If it ends aloft, you glide normally. |
| Contractual Escape | Once per long rest when you fail a Charisma or Wisdom saving throw, reroll it. |

### Level 15 Talents

| Talent | Rule |
| --- | --- |
| Greater Legacy Spell | Choose one 2nd-level spell approved by the GM that matches your lineage. Cast it once per long rest without a spell slot. |
| Skin of the Beyond | Once per long rest when you take damage, use your reaction to gain resistance to that instance of damage. |

### Level 20 Talents

| Talent | Rule |
| --- | --- |
| Unbound Wings | Requires Infernal Wings. You gain a permanent Fly Speed equal to your walking Speed while not wearing heavy armor. You cannot hover or carry another creature while flying. |
| Name of Power | Once per long rest, when a creature succeeds on a save against your spell or ancestry feature, force it to reroll the save and use the new result. |

## Suggested Lineage-Associated Flaws

These are optional story pressures and grant no additional power.

- *Misread Mark:* Others insist your lineage sign proves a motive, allegiance, or moral failing.
- *Legacy Appetite:* A harmless but inconvenient desire, sensation, ritual, or material draws out your supernatural nature.
- *Contract Shadow:* A pact, inherited debt, true name, or claimant treats your existence as part of an unfinished bargain.

## Roleplaying Tiefling

- Who first named your lineage, and do you accept that name?
- Which physical sign do you display proudly, conceal, or refuse to explain?
- What moral assumption do strangers make from your fiendish influence, and how has it affected you?

## Quick Builds

Choose a base ancestry for physical form and one Tiefling lineage for supernatural expression. Shadow with Fiendish Tongue builds an infiltrator; Wrath with Natural Armament builds a close-range combatant.

# 3.3 - Mixed Lineage

Mixed ancestry represents parentage or inherited influence from two or more base ancestries without requiring a unique rules package for every combination.

Earlier HAG material gave Half-Elf and Half-Goliath dedicated packages. V4.0 preserves those familiar identities while allowing every combination. A character can use a traditional name, a community-specific name, or simply name each ancestry.

## Build the Lineage

1. Choose one **primary ancestry** and gain its complete ancestry chassis.
2. Replace its normal lineage with **Mixed Lineage**.
3. Choose one different **secondary ancestry**.
4. Gain the secondary legacy benefit from the table below.
5. When choosing ancestry talents, you can choose from your primary ancestry, secondary ancestry, or the Universal list. You must meet every prerequisite. A secondary ancestry does not satisfy a requirement for a named Lineage or a body part, movement mode, sense, Breath Weapon, Stonepulse, or other chassis feature you did not gain.
6. Choose your physical traits from either, both, or neither family pattern. Mechanics never require a character to look like a precise fraction of each parent.

Your size and Speed come from the primary ancestry. Mixed ancestry never grants two complete ancestry chassis.

## Quick Package

Choose the Ancestral Detail and level-1 Ancestral Trait recommended by your primary ancestry's closest Lineage Quick Package, then replace its Lineage Gift with the Secondary Legacy benefit below. This is only a ready-to-play recommendation; you may choose any eligible Detail or Trait normally.

## Secondary Legacy Benefits

| Secondary Ancestry | Legacy Benefit |
| --- | --- |
| Human | Gain proficiency in one skill. |
| Dwarf | Gain Stonecunning. If you already have it, gain one artisan's tool proficiency. |
| Elf | You have advantage on the first saving throw you make to avoid or end the charmed condition after each long rest. |
| Gnome | Gain Detail Focus. |
| Dragonborn | Choose one Draconic Lineage damage type. Once per long rest when you take that damage, reduce it by twice your proficiency bonus. |
| Kobold | Gain proficiency in Investigation, Sleight of Hand, or Stealth. |
| Goliath | Count as one size larger only when determining carrying capacity. |
| Aerimpi | Gain advantage on the first saving throw against fear you make after each long rest. |
| Felis | Gain Claws as a 1d4 natural weapon and a climb Speed of 10 feet. |

## Planar and Multiple Influences

For an Aasimar or Tiefling influence, choose that versatile lineage instead of Mixed Lineage. Additional ancestry influences can remain part of appearance and story without granting another mechanical package.

## Examples

**Half-Elf.** Choose Human as primary and Elf as secondary. You gain advantage on your first save against charm after each long rest, and eligible Talents can come from Human or Elf.

**Half-Goliath.** Choose Human as primary, Goliath as secondary, and gain the limited Powerful Build benefit. Talents can come from Human or Goliath.

**Dwarf-Felis.** Choose Dwarf as primary, Felis as secondary, retain Dwarf size and Speed, and gain claws plus a 10-foot climb Speed.

## Identity Questions

- Which relatives, households, or communities taught you what your ancestry means?
- Is your combination common, named, celebrated, hidden, or politically contested?
- Which physical sign do strangers notice first, and which part of you do they overlook?
- Do you feel like a bridge, a complete lineage of your own, several inheritances at once, or none of those?

## Balance Boundary

A secondary legacy is intentionally smaller than a complete lineage. If a concept needs a signature secondary trait, represent it with a later talent rather than adding another chassis feature at level 1.

# 4 - Heritages

Regional peoples, communities, and ways of life, separated from both inherited lineage and profession.

# 4.1 - Choosing a Heritage

Heritage describes the regional people and way of life that taught your character how ordinary life works. It includes language, manners, food, public memory, assumptions about privacy and hospitality, familiar architecture, shared survival systems, celebrations, and the disagreements through which a community understands itself.

Heritage is neither inherited biology nor profession. A child of any Ancestry and Lineage can belong fully to a Heritage when raised within it. Two neighbors can share a Heritage while one has the Noble background and the other is a Sailor, Farmer, Criminal, Scholar, or Soldier.

## Build Your Heritage

1. **Choose a Heritage Profile.** This names the regional people, city, district, route, diaspora, or local way of life that most shaped you.
2. **Name Your Community.** Choose a household, neighborhood, settlement, camp, ship, valley, island, migrant route, or diaspora inside that profile.
3. **Choose One Language or Dialect.** Select a language listed by the profile or another language justified by the household with GM approval. Hiraeth has no assumed universal Common language.
4. **Choose Two Heritage Expressions.** Select two suggested by the profile, or choose any expression from the catalog and write one sentence explaining how your specific community taught it. They grant narrow familiarity, not proficiencies or bonuses.
5. **Choose Three Touchstones.** Name three of the following: a food, garment, tool, song, proverb, holiday, public place, courtesy, taboo, children's game, mourning practice, or ordinary ritual.
6. **Choose One Tension.** Explain where your character agrees, disagrees, or feels caught between values named by the profile.
7. **Choose a Background Separately.** Use the campaign's normal D&D background system to answer what your character did before adventuring.

## What Heritage Grants

- One listed language or dialect.
- Two listed Heritage Expressions.
- Story positioning and ordinary social fluency in the setting.

Heritage never grants ability-score increases, attacks, saving-throw bonuses, spells, skill or tool proficiency, equipment, rank, legal authority, secret lore, or class features.

## Belonging Is Not Blood

A Dwarf raised among Casgate Domefolk is Domefolk. A Human adopted by Thrawbreak Terracefolk is Terracefolk. An Elf raised aboard a Shiverwallow fleet may be Fleetfolk even if strangers expect an elven homeland elsewhere. Ancestry can affect how others treat a person, but it never blocks cultural belonging.

## A Profile Is Not a Personality

Every Heritage entry describes learned defaults, public debates, and recognizable practices—not compulsory behavior. Use its tensions and character questions to create an individual who may love, reject, reinterpret, misunderstand, or return to parts of home.

## Lore Status

- **Published Anchor:** supported by a live player-facing source.
- **Campaign Working:** supported by active campaign material but still open to revision.
- **Legacy Anchor or Seed:** preserved from earlier Hiraeth material without declaring every old detail current canon.
- **Restricted:** requires GM collaboration because public sources deliberately leave essential information unknown.

Status measures source certainty, not whether a character concept is valuable.

# 4.2 - Hiraeth Themes and Heritage

Hiraeth is a world made by settlement, catastrophe, trade, memory, divine aftermath, public works, migration, and player action. Heritage profiles should make those forces feel ordinary enough to live inside.

## Survival Is Collective

Cold, sea, desert, height, ruins, magical weather, and distance are not overcome by a single hardy person. Communities maintain roads, signals, gates, wells, heat, boats, archives, food stores, and obligations. A Heritage should ask who performs that work, who benefits from it, who is excluded, and what happens when someone refuses.

## Institutions Are Uneven

An institution may provide food, law, medicine, roads, education, ships, magical safety, or employment while also concentrating power. People can depend on an institution they criticize. Companies, faiths, armies, councils, and schools may shape a place, but membership in one belongs to Background or campaign history—not the Heritage rules.

## Memory Is Contested

Dead gods still shape magic. Old houses retain claims. Ruins become infrastructure. Nations and cities carry several names. Public histories disagree with household memory. A useful Heritage asks who preserves the record, who benefits from that version, and what a family refuses to forget.

## Prosperity Has a Material Shape

Wealth is not only coin. It is warmth during winter, distance from dangerous work, clean water, safe housing, legal recognition, mobility, literacy, imported fruit, time for ceremony, and the ability to leave. Profiles should show how class and status alter life without making class itself the Heritage.

## A Region Contains Several Peoples

Icebeach is not one culture; neither are Rockdrift, the Athenaeum, the Gilded Nations, Beccin, Eschatia, the Thalassia, or any other broad political label. A national or regional profile can be useful, but explored places should also have local Heritages at the grain of towns, districts, islands, valleys, routes, and diasporas.

## Stereotypes Are Incomplete

Every profile names internal tensions and outsider stereotypes so they cannot masquerade as objective truth. “Domefolk are soft,” “Wayfarers are rootless,” or “Eschatians are endlessly patient” may be things people say; the profile must show what such shorthand misses.

## Faith Is Personal and Local

The same god can bear different titles and emphases across regions. Holidays may be widely shared but locally practiced. Heritage can describe how sacred life appears in public without assigning the character a religion. Belief, doubt, clergy, temple membership, and piety remain character choices.

## Player Authorship Matters

Hiraeth is continuously shaped by its players. A profile should leave room for a character to add a household saying, district custom, family recipe, small festival practice, or political disagreement without rewriting an entire nation. The best question for every Heritage is:

> **What does this community do together that a lone person cannot do, and what does belonging to that system cost?**

# 4.3 - Heritage Expression Catalog

A Heritage Expression is a narrow piece of learned social or regional fluency. Choose **two** expressions. Each profile suggests especially common choices, but you may take any catalog expression that fits your specific household or community and explain the connection in one sentence. Together they show which parts of a broad Heritage most strongly shaped your character.

Expressions provide reliable access to ordinary, public knowledge when the relevant signs are present. They do not grant a skill or tool proficiency, numerical bonus, secret information, professional authority, free equipment, guaranteed loyalty, or membership in a company, religion, or faction.

If two expressions overlap in a scene, they supply two ways to understand the same situation; they do not stack into advantage or an automatic success.

## Home, Body, and Relationships

### Childhood Games

Know the rules, counting forms, teasing boundaries, and expected responses of common children's games from your heritage, and use one to make an ordinary social connection where those games are remembered.

### Courtship and Partnership

Recognize ordinary public signs of courtship, partnership, separation, and household formation in your heritage. This never reveals a person's private intentions and never overrides consent.

### Dress and Adornment

Identify the ordinary social context of garments, hairstyles, dyes, repairs, jewelry, veils, tattoos, or body decoration used openly by your heritage, without assuming rank from an unfamiliar individual.

### Foodways

Recognize common ingredients, preservation methods, meal order, guest portions, and table courtesies from your heritage. You can prepare one ordinary household dish when ingredients and a normal kitchen are available, but gain no tool proficiency.

### Household Economy

Recognize which visible goods, favors, chores, ledgers, or stores an ordinary household from your heritage treats as shared, private, gifted, borrowed, or held for a season.

### Kinship and Naming

Recognize common forms of address, household names, lineage references, chosen names, childhood names, and kinship terms used publicly by your heritage. This does not reveal secret parentage or legal identity.

### Medicinal Customs

Recognize common nonmagical comfort measures, convalescent foods, household cautions, and the ordinary person or public place approached for care in your heritage. This grants no medical proficiency and cannot diagnose a hidden condition.

### Work Rhythms

Recognize the ordinary start, pause, meal, handoff, warning, and end-of-day signals used across several kinds of communal work in your heritage. This grants no occupational proficiency.

## Land, Weather, and Shared Survival

### Agricultural Calendar

When observable local conditions exist, identify the ordinary planting, grazing, harvest, storage, or fallow concern that would currently occupy households from your heritage. This is familiarity, not professional farming skill.

### Boundary Signs

You recognize common public warnings, boundary markers, memorial signs, quarantine marks, and claims of ordinary ownership used by your community.

### Built Environment

Recognize the ordinary purpose of a public room, threshold, courtyard, wall, roofline, ventilation feature, or settlement layout characteristic of your heritage.

### Local Geography

Within your heritage's home region, identify the ordinary significance of a visible landmark, waterway, road class, district boundary, or terrain feature and where a resident would normally ask for more precise directions.

### Public Works

Recognize the ordinary maintenance signs, contribution customs, warning marks, and responsible public body associated with roads, wells, docks, heat, drainage, walls, signals, or other shared infrastructure in your heritage.

### Seasoncraft

When observable local signs exist, identify the next ordinary agricultural, fishing, migration, storm, or storage task your community would prepare for.

### Technical Maintenance

After 10 minutes with a mundane device, structure, or work system familiar to your Heritage, identify its intended user, obvious maintenance need, and whether it has been improvised.

### Water and Ice Safety

Recognize ordinary public signs of unsafe current, unstable ice, changing tide, cold-water exposure, or a locally maintained rescue point when those signs are visible.

### Weatherwise

When observable local signs exist, predict the ordinary weather hazards your community expects within the next day. This does not predict magical weather.

## Memory, Ceremony, and Meaning

### Archive Etiquette

You know how to request ordinary access to a public archive, library, school, or record office; which visible credential it expects; and how its catalog is normally organized. This never grants access to restricted material.

### Funeral and Memorial Customs

Recognize ordinary public signs of mourning, remembrance, burial, cremation, exposure, name-preservation, or anniversary observance in your heritage and know how a respectful visitor normally behaves.

### Migration Memory

Recognize public objects, sayings, route names, memorials, and household habits that preserve a major migration, displacement, exile, resettlement, or return remembered by your heritage.

### Music and Performance

Recognize the expected response, refrain, dance space, audience behavior, or social purpose of common public music and performance from your heritage, and reproduce a simple refrain without gaining instrument proficiency.

### Oral History

When you hear a familiar public story, proverb, song, or lineage claim, identify the version your community usually tells and one group known to dispute it.

### Sacred Observance

You recognize the public calendar, ordinary offerings, visitor etiquette, and signs of mourning or celebration for one faith tradition or local sacred practice.

### Seasonal Celebration

Know the public sequence, common foods, greetings, gifts, work stoppages, and visitor etiquette of one seasonal celebration from your heritage. Personal faith remains separate.

### Story and Proverb

Recall common public tales, sayings, jokes, warnings, and disputed morals from your heritage, including at least one version your household rejected.

## Civic Life, Exchange, and Disagreement

### Civic Procedure

After 10 minutes examining a public notice, office, hearing, or checkpoint, identify the responsible office, the normal first procedural step, and one obvious missing requirement.

### Conflict Customs

Recognize whether a visible disagreement in your heritage is being handled as private correction, public challenge, mediated dispute, ritual insult, or a matter expected to reach formal authority.

### Contract Literacy

After 10 minutes reading an ordinary public contract, receipt, permit, or shipping record in a language you know, identify the named parties, duties, deadline, and stated penalty. This does not expose hidden clauses or forgery.

### Guild and Market Signs

In a settlement where your Heritage has an established presence, identify public guild, market, labor, safety, and quality marks and locate the ordinary place where a visitor asks about lawful work or trade.

### Neighborhood Networks

In a settlement where your heritage has an established presence, identify the ordinary public place where neighbors exchange news, arrange mutual aid, settle minor needs, or welcome a new household.

### Public Protocol

After observing a formal gathering for 10 minutes, identify visible precedence, obvious rank, who is permitted to speak next, and a serious public breach of protocol.

### Settlement Read

After spending 1 hour in a settlement, identify a safe public meeting place, the broad visible social hierarchy, and where ordinary travelers seek lodging.

## Movement, Encounter, and Hospitality

### Crossroads Mediation

After observing an interaction between two communities you know, identify the most important visible difference in etiquette or expectation causing confusion. This does not reveal secret motives.

### Hospitality and Mutual Aid

In a community closely related to your own, you know the ordinary ritual for requesting a simple meal, short shelter, or news of local trouble. Aid can create an obligation and is never guaranteed when resources or trust are absent.

### Maritime Routine

On an ordinary maintained vessel or dock, identify the current watch, emergency signal, safe passenger area, and the obvious purpose of visible rigging or port markings.

### Routecraft

When ordinary signs are present, identify the maintained route, likely stopping place, and immediate nonmagical travel hazard recognized by your community.

# 4.4 - Blended, Adopted, and Custom Heritages

People are often raised between households, languages, routes, nations, and generations. Use these procedures without stacking larger mechanical benefits.

## Blended Heritage

Choose two Heritage profiles.

- Gain one language from either profile.
- Choose two Heritage Expressions total, each of which may come from either profile.
- Name one community and one touchstone from each.
- Name one tension created by moving between their expectations.

This is one Heritage choice, not two complete mechanical packages.

## Diaspora Heritage

Choose a remembered or ancestral Heritage and a present-home Heritage. Use the Blended Heritage rules. Then decide which customs were deliberately preserved, which changed to fit the new home, which were lost, and who argues about whether the result is authentic.

Diaspora is not Mixed Lineage. A family can preserve, adopt, or lose Heritage across any Ancestry and Lineage.

## Adopted or Later-Entered Heritage

Use the same rules as anybody else who belongs. Explain who taught the character, which habits now feel effortless, which remain consciously practiced, and whether outsiders or some insiders challenge that belonging. Adoption never creates partial ancestry mechanics.

## Mobile and Third-Culture Characters

For a character raised on ships, diplomatic routes, military postings, caravans, flying cities, seasonal camps, or company outposts, choose the two profiles that best describe the route. The moving community itself may be home.

## Custom Heritage

With GM approval, define:

1. A regional, local, route, or diaspora anchor.
2. A specific community inside it.
3. One language or dialect.
4. Five to eight suggested Heritage Expressions from the catalog; the character chooses two suggestions or another fitting catalog expression.
5. Three material touchstones and one internal tension.
6. Two outsider stereotypes and what each misses.
7. Three character questions.
8. One reliable lore anchor and one fact deliberately left open.

Do not create an Expression that grants combat power, a broad check bonus, professional proficiency, free resources, secret knowledge, rank, or guaranteed institutional help.

## Companies, Religions, and Factions

These can shape local life but are not Heritage choices. A company district may influence a Heritage; employment by that company belongs to Background. A holy city may influence public customs; personal worship and temple office remain character choices. Faction membership belongs in campaign history or a separate faction system.

# 4.5 - Icebeach Heritages: Hearths of the North

Icebeach is not one culture wearing thirteen different coats. It is a northern confederation of settlements, routes, households, and seasonal communities whose people have answered the same cold in very different ways. The magical summer beneath Casgate’s Firmament bears little resemblance to Quilt’s steaming loch, Howlentop’s guarded farm valley, or an Ice Walker camp built on moving sea ice.

A heritage describes the people and place that taught your character how ordinary life works. It does not determine ancestry, lineage, class, profession, religion, social station, or personality. A Casgate Domefolk character can be a noble, miner, sailor, priest, criminal, or scholar. Background represents that former life; heritage represents the customs and local understanding beneath it.

## Choosing an Icebeach Heritage

Choose one heritage and gain:

- **One Language.** Choose Ikbesh, Auran, or another language commonly used by your household and home community, with GM approval.
- **Two Heritage Expressions.** Choose two suggested by your profile, or choose another catalog expression and explain how your community taught it.

A local accent, dialect, work vocabulary, collection of sayings, or system of ordinary hand signals can flavor the language you know. It does not grant another language or a secret code.

The background suggestions under each heritage are examples only. Use the background system selected for the campaign. Likewise, heritage-associated flaws are optional story pressures. They grant no additional power and are never mandatory.

## Shared Northern Customs

### Shelter Is Not Friendship

Across much of Icebeach, refusing immediate shelter during lethal weather is more serious than refusing friendship. A household may feed a stranger, give them floor space, inventory every object after they leave, and never invite them back. Emergency hospitality and social trust are separate things.

### The Winter Is Remembered Differently

The Eternal Winter did not produce one kind of survivor. Some families preserve emergency routines even after the thaw. Others reject those routines because continuing them feels like allowing the catastrophe to rule another generation. Wealth shaped access to food, warmth, mobility, magical protection, and imported luxuries. No heritage requires a character to be grim, stoic, fearless, or grateful for suffering.

### Preparedness Is Communal

In the north, preparation is rarely an entirely private virtue. A damaged marker, withheld weather report, badly maintained dock, or empty public fuel cache can endanger someone the responsible person may never meet. Icebeach communities disagree about government, trade, magic, faith, and outsiders, but many treat the maintenance of shared survival systems as a moral act.

---

## Icebeach Wayfarers

> *Lore status:* Published regional foundation. This broad heritage is intended for mobile households, remote homesteads, and characters raised between several established communities.

*Identity*

Icebeach Wayfarers learn the region as a chain of survivable places rather than a painted political boundary. A warm shed, a marked ford, a ferry schedule, a reliable spring, a family that honors storm hospitality, and a tavern where a dog team can be sheltered may matter more than a distant council’s map.

Their belonging is often relational. They know who maintains the route, who holds a spare key, which household will trade fish for lamp oil, and which old disagreement makes an otherwise safe stop uncomfortable. Some are proud intermediaries who carry news and necessities. Others dislike being called rootless simply because their home has several doors.

*Daily Life and Material Culture*

Wayfarer life is organized around packing, repair, weather windows, animal care, preserved food, and the calculation of whether a journey can safely continue. Clothing tends to be layered, repairable, and marked so a lost item can find its household again. Sled lashings, boot treatments, spare mitts, travel food, route tokens, and memorized stopping places form a practical inheritance.

Households often keep small objects from several communities: a dyed Quilt patch, a Casgate trade token, a Shiverwallow knot, a Sleetmond syrup flask, or a memorial strip from a place no longer inhabited. These objects do not imply membership in every community. They record the relationships along which a life was built.

*Etiquette*

- State the condition of the road before asking for gossip.
- Do not conceal an ordinary hazard from the next traveler merely to preserve an advantage.
- When borrowing shelter, leave fuel, food, repair, or truthful information according to your means.
- Ask before unharnessing another household’s animals or rearranging its travel gear.
- “It was passable yesterday” is information, not a promise.

*Values and Tensions*

Wayfarer ideals include preparedness, reciprocal information, improvisation, and keeping promises whose consequences may not arrive until the next season. Their recurring tensions include mobility versus political voice, self-reliance versus dependence on a network of shelters, and the pride of knowing several places versus the suspicion that one is never fully local.

Settled people may call Wayfarers useful, nosy, unreliable, or impossible to surprise. Wayfarers may caricature settled people as blind to anything beyond their own chimney smoke. Both judgments conceal how much remote settlements and traveling households depend on one another.

*Language:*

Choose Ikbesh, Auran, a household language, or a language common along your family’s most frequently traveled route.

*Suggested Heritage Expressions:*

- Routecraft
- Weatherwise
- Hospitality and Mutual Aid
- Settlement Read
- Seasoncraft

*Suggested backgrounds:*

Outlander, Sailor, Merchant, Folk Hero, Guide, Courier, Hermit, Guard, or Urchin. Hiraeth backgrounds such as Wilderness Guide, Reindeer Herder, Fur Trader, Arctic Rescuer, or Survivor may also fit when their rules are available.

*Character Questions*

- Which stop on your household’s route felt most like home, and who there would still recognize you?
- Which travel rule did an elder teach through a frightening mistake rather than an explanation?
- What small object proves that your family once maintained a relationship another community now denies?
- When did you choose to stop moving—or why have you refused to?
- Which settlement’s people consistently misunderstand the purpose of your journeys?

*Optional flaws:*

- *Never Waste a Weather Window:* Once conditions become favorable, waiting for another person’s comfort or ceremony feels dangerously irresponsible.

- *Packed to Depart:* You find it difficult to invest emotionally in a place you cannot leave quickly.

- *Route Debt:* You feel personally obligated to repay shelter, news, or rescue even when the other household has released you from the debt.

*Public source:*

- [The Environment](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-environment)
- [Travel](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/travel)

---

## Casgate Domefolk

> *Lore status:* Published anchor with extensive current material.

*Identity*

Casgate is an arctic town living beneath an argument made solid: the north can be held outside. Its reconstructed Firmament maintains perpetual magical summer while polar cold waits beyond the barrier. Flowers, humid air, tea, gemstones, sawdust, rigging, mine dust, diplomatic business, and adventurers’ contracts meet beneath an artificial sky.

Domefolk contain several experiences. **The Frozen** are long-time households and survivors who treat public memorials as graves rather than attractions. **Reconstruction households** spent years rebuilding warmth, defense, and civic life after the Firmament shattered. **Thaw-era arrivals** came for safety, work, study, wealth, or desperation after the winter ended. Choose which experience most shaped your character. None is more authentic by rule.

*Daily Life and Material Culture*

Casgate residents live with climate boundaries. Outerwear waits near exits from warmth. Moisture, emergency seals, doors, heating systems, and changes in air matter. Shipbuilding and fishing tie the town to the coast, while gemstone mines bring both wealth and a culture of hazard pay, memorial notices, and arguments about whose bodies support prosperity.

Public life places comfort beside grief: tropical flowers near winter monuments, warm inns filled with relics of catastrophe, and magical infrastructure beside miners’ gear and refugee relief. The town’s most valued objects are often both practical and commemorative.

*Etiquette*

- Learn whether a memorial is a civic monument, a family grave, or both before treating it as scenery.
- Do not mock the precautions used when crossing the Firmament’s boundary.
- Ask whether “old Casgate” means before the Eternal Winter, during the shattered dome, or before the commercial boom.
- A newcomer may complain about prices; treating survival history as entertainment is more serious.
- Hospitality beneath the dome is not permission to ignore the labor that keeps it warm.

*Values and Tensions*

Casgate celebrates reconstruction, magical ingenuity, practical hospitality, and public remembrance. Its central argument is whether prosperity honors the sacrifices that saved the town or sells them. Other tensions divide old residents and newcomers, refuge and exclusivity, local authority and foreign influence, and Casgate as home versus Casgate as a northern adventure market.

Other Icebeach communities may imagine Domefolk as soft, wealthy, crowded, or dangerously dependent on magic. That picture ignores Casgate’s internal class divide. The person who sleeps on imported bedding and the laborer maintaining the town’s warmth share a climate, but not the same Casgate.

*Language:*

Choose Ikbesh, Auran, a family language, or a port, trade, or scholarly language used in your Casgate neighborhood.

*Suggested Heritage Expressions:*

- Settlement Read
- Guild and Market Signs
- Technical Maintenance
- Oral History
- Public Protocol

*Suggested backgrounds:*

Guild Artisan, Sailor, Miner, Sage, Scholar, Merchant, Urchin, Guard, Folk Hero, Noble, Refugee, or Outlander. Hiraeth backgrounds such as Port Native, Ship’s Surgeon, Rune Carver, Auroran Refugee, or Miner may also fit.

*Character Questions*

- Which version of Casgate do you mean when you call it home: fishing outpost, frozen refuge, reconstruction project, or prosperous dome?
- Whose name do you touch—or refuse to touch—on a public memorial?
- What comfort beneath the Firmament makes you uneasy because you know who pays for it?
- Did your household welcome the post-thaw arrivals, profit from them, become one of them, or feel displaced by them?
- What taught you the difference between magical safety and social safety?

*Optional flaws:*

- *Dome Dependence:* Exposed camps and structures without redundant shelter make you overestimate danger or overengineer every stop.

- *Memorial Possessiveness:* Casual discussion of a public tragedy feels like trespass on something that belongs to its survivors.

- *Prosperity’s Blind Spot:* You sometimes treat expensive infrastructure as ordinary because it was ordinary in your part of Casgate.

*Public source:*

- [Casgate](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/casgate)
- [The Environment](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-environment)

---

## Howlentop Valleyfolk

> *Lore status:* Published anchor. Several unusual local customs are publicly observed but intentionally unexplained.

*Identity*

Howlentop controls a lush valley between the Wynwood and Coldriver. Its fields produce grains and immense root vegetables in quantities remarkable by northern standards. Low timber farmsteads crouch close to the ground. The settlement is unwalled, yet outsiders rarely mistake open terrain for social openness.

Valleyfolk are known for synchronized communal work and disciplined privacy. Food moves outward from Howlentop; strangers do not move inward as easily. The Border Market permits exchange without requiring households to surrender control of their farms or private life.

Visitors also encounter customs that residents do not explain freely. The town closes itself tightly on full-moon nights. Many merchants prefer barter, copper, or gold to silver currency. These practices are part of public life, but a Valleyfolk character need not explain them to outsiders—or begin play knowing every reason behind them.

*Daily Life and Material Culture*

Life follows soil, water, harvest, storage, and the shared labor required to carry food through winter. Fields, low farmsteads, barns, windbreaks, bridges, heavy tools, storage vessels, and large loads of produce dominate the landscape.

Valley material culture favors the maintained over the pristine. Handles are fitted to known hands. Storage carries household marks. Meals are filling and designed to extend the harvest. A well-run farmstead communicates trust through where tools may be borrowed, which paths remain open during work, and who notices an unfinished task.

*Etiquette*

- Trade at the Border Market unless invited farther into the valley.
- Offer work or useful information before asking personal questions.
- Do not count another household’s stores, animals, bodies, or private risks aloud.
- During collective labor, do the task in front of you before debating the whole plan.
- An offered meal provides shelter and courtesy, not permanent intimacy.
- Respect the full-moon closure without demanding an explanation at the door.

*Values and Tensions*

Valleyfolk praise useful work, privacy, mutual protection, agricultural competence, and hospitality that does not require confession. Their tensions include secrecy versus public safety, communal discipline versus individual autonomy, feeding a region that distrusts them, and whether an outsider can respect a boundary they do not understand.

Outsiders call Howlentop guarded, superstitious, threatening, or ungrateful despite depending on its harvest. Valleyfolk may consider outsiders wasteful, fascinated by private danger, and eager to turn survival arrangements into gossip. Neither view leaves much room for the actual variety among households.

*Language:*

Choose Ikbesh or another household or market language. Howlentop speech often favors concrete comparisons to crops, animals, tools, food, and weather; no particular real-world accent is required.

*Suggested Heritage Expressions:*

- Seasoncraft
- Hospitality and Mutual Aid
- Boundary Signs
- Oral History
- Weatherwise

*Suggested backgrounds:*

Farmer, Folk Hero, Outlander, Guild Artisan, Guard, Hermit, Healer, Merchant, Acolyte, or Urchin. Hiraeth backgrounds such as Reindeer Herder, Survivor, Winter Druid, or Wilderness Guide may also fit.

*Character Questions*

- What useful task made your household first treat you as an adult?
- What does your family consider private even when an outsider calls disclosure a public duty?
- Which Howlentop food, saying, tool, or field custom do you miss most?
- Who at the Border Market trusted you before the households beyond it did?
- Which old winter practice should continue after the thaw, and which should end?
- What do you say when someone asks why Howlentop closes on the full moon?

*Optional flaws:*

- *Private Reckoning:* Questions about family health, household danger, or private custom feel like hostile scrutiny even when concern is sincere.

- *Work Before Words:* You dismiss discussion as avoidance when no immediate physical task is being completed.

- *Valley Defense:* A threat to food stores, fields, or a neighboring household feels personal enough to override restraint.

*Public source:*

- [Howlentop](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/howlentop)

---

## Quilt Lochfolk

> *Lore status:* Published anchor with strong environmental and economic detail.

*Identity*

Quilt is Icebeach’s smallest recognized town, and its scale is part of its pride. A tight cluster of buildings and one long dock cling to the Foaming Loch. Warm water from the Foaming Burrow kept fish cultivation possible through the darkest winters, while other waters froze.

Lochfolk identity joins aquaculture and textile craft. Their famous quilts are heavy survival gear, household history, trade good, and—far to the south—fashionable status object. Outsiders admire the finished color. Locals remember the sheep, steam, fish, wet wool, dyework, and winter necessity that produced it.

*Daily Life and Material Culture*

The town’s days follow water temperature, fish health, dock repair, Icesheep, washing, dye batches, drying weather, and protection of the geothermal source. Brilliant ochres, crimsons, and indigos interrupt the northern palette. Cloth may record family events through pattern, patch, and repair without every quilt being ceremonial.

Small scale makes privacy relational rather than anonymous. People notice who failed to arrive at the dock, whose dyewater changed, who has not opened a shutter, and which visitor has asked the same question twice. That attention can feel like care, surveillance, or both.

*Etiquette*

- Ask whether a quilt is bedding, trade stock, a memorial, or unfinished work before handling it.
- Never assume warm water is limitless or public merely because it occurs naturally.
- Clean tools and boots according to local rules before approaching fish farms or dyeworks.
- Praise workmanship specifically; broad admiration can sound like appraisal for resale.
- In a small town, repair a relationship rather than assuming distance will solve it.

*Values and Tensions*

Lochfolk value patient craft, ecological attention, repair, small-community accountability, and turning necessity into beauty. Their recurring arguments concern protecting the Foaming Burrow versus profiting from it, family craft versus export demand, shared resource versus private claim, and pride in renown versus resentment at becoming fashionable.

Outsiders may reduce Quilt to quaint artisans, warm water, or luxury blankets. Lochfolk may view distant collectors as people who understand price but not value.

*Language:*

Choose Ikbesh, Auran, or a household or trade language. Quilt patterns, dyers’ marks, and dock signs are not complete secret languages.

*Suggested Heritage Expressions:*

- Seasoncraft
- Technical Maintenance
- Guild and Market Signs
- Hospitality and Mutual Aid
- Boundary Signs

*Suggested backgrounds:*

Guild Artisan, Fisher, Farmer, Merchant, Folk Hero, Sailor, Outlander, Sage, or Urchin. Hiraeth backgrounds such as Cold Water Fisherfolk, Fur Trader, Ice Harvester, or Reindeer Herder may also fit.

*Character Questions*

- Which color or pattern immediately reminds you of home, and what does your household say it means?
- Does your family regard the Foaming Burrow as common inheritance, dangerous resource, or private livelihood?
- Who taught you that repair could be more honorable than replacement?
- What Quilt-made object did you give away, sell, or lose—and why does that still matter?
- When did the town’s close attention protect you, and when did it become suffocating?

*Optional flaws:*

- *Resource Guardian:* Waste or careless handling of a shared necessity provokes a response disproportionate to its immediate cost.

- *Maker’s Appraisal:* You habitually judge people by how they maintain ordinary possessions.

- *Small-Town Ledger:* You struggle to let an interpersonal debt fade simply because time or distance has passed.

*Public source:*

- [Quilt](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/quilt)
- [The Foaming Burrow](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-foaming-burrow)
- [The Foaming Runs](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-foaming-runs)

# 4.6 - Icebeach Heritages: Ice, Lake, and Gate

The following heritages cover Icebeach communities formed by open water, seasonal sea ice, cultivated lakeshores, migration, and the confederation’s fortified southern threshold. Each heritage grants one language and one listed Heritage Expression under the rules in the Icebeach overview.

---

## Shiverwallow Fleetfolk

> *Lore status:* Published anchor.

*Identity*

Shiverwallow is a fortified harbor at the mouth of the Chillfolk River. Its wooden palisade extends into the ocean as both breakwater and defense. After years of ships trapped in crushing ice, the thaw released the largest fishing fleet south of the Frigid Plain. The harbor became a forest of masts, nets, shouting crews, smoke, salt, and continual work.

Fleetfolk inherit a culture of coordination at scale. A boat, dock, salting floor, net crew, and unloading line function only when people recognize one another’s timing. Even proudly independent fishers depend on harbor signals, preserved stores, repair workers, market rhythms, and somebody awake when the catch arrives.

*Daily Life and Material Culture*

Fleetfolk life smells of brine, fish, smoke, rope, tar, wet timber, and salt. Clothing is cut for movement and expected to get dirty. Meals follow landings rather than polite hours. Children may learn which paths must remain clear during unloading before they understand the economics of a catch.

Knots, tally marks, boat paint, family flags, net repairs, gutting knives, salt stores, and memorial objects for those who did not return make up ordinary material culture.

*Etiquette*

- Do not stand between a landing catch and the people moving it.
- Ask which spaces are safe for passengers before stepping onto a working vessel or dock.
- Return borrowed rope dry, coiled, and honestly described.
- Shouted efficiency is not necessarily anger; silence during an emergency may be.
- Never promise a return time as though weather and water signed the agreement.

*Values and Tensions*

Fleetfolk admire competence, tempo, mutual dependence, honest risk, and work completed before spoilage. Their tensions include profit versus safe return, inherited crews versus newcomers, summer abundance versus winter memory, and public pride versus private grief.

Other communities may call Fleetfolk loud, crude, hurried, or obsessed with catch size. Fleetfolk may describe inland people as leisurely because their work does not rot by the hour.

*Language:*

Choose Ikbesh, a household language, or a port language. Work calls and routine signals do not constitute a complete secret language.

*Suggested Heritage Expressions:*

- Maritime Routine
- Seasoncraft
- Weatherwise
- Guild and Market Signs
- Technical Maintenance

*Suggested backgrounds:*

Sailor, Fisher, Merchant, Guild Artisan, Guard, Soldier, Criminal, Urchin, or Folk Hero. Hiraeth backgrounds such as Cold Water Fisherfolk, Whaler, Ship’s Surgeon, Ice Harvester, or Arctic Rescuer may also fit.

*Character Questions*

- Which vessel, dock, smokehouse, or processing floor does your family call “ours,” even if it owns none of it?
- Who failed to return with the fleet, and what does your household do instead of saying their name?
- Which harbor job do outsiders overlook even though the fleet could not function without it?
- Did the thaw feel like liberation, economic pressure, or the loss of a way of life?
- What rule do you follow whenever someone shouts an emergency order?

*Optional flaws:*

- *Catch-Time:* Deliberation feels intolerable when delay might waste an opportunity or resource.

- *Crew Measure:* You distrust people who cannot immediately state what they contribute to a shared task.

- *Ocean’s Accounting:* Every loss demands a reason, a name, or someone to blame even when the sea offers none.

*Public source:*

- [Shiverwallow](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/shiverwallow)
- [The Environment](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-environment)

---

## Shiverwallow Ice Walkers

> *Lore status:* Published anchor. Ice Walkers are explicitly identified as a distinct seasonal community within Shiverwallow.

*Identity*

During the Eternal Winter, Shiverwallow’s ships froze into the harbor and its people built survival camps directly on the bay. After the thaw, some continued to migrate onto the seasonal sea ice, establishing temporary tent-cities and hunting across a landscape that moves, cracks, thins, and eventually disappears.

This is not simply Fleetfolk life made harsher. Fleetfolk organize around harbor and vessel. Ice Walkers organize around temporary ground, migration, distributed shelter, hunting conditions, and the question of when a survival practice becomes a chosen tradition.

*Daily Life and Material Culture*

Ice Walker material culture prioritizes portability, visible repair, weight, insulation, anchoring, and recovery after sudden movement. A camp becomes home quickly without pretending it will be permanent. Lines, stakes, sled loads, hides, lamps, cutting tools, markers, and sound carried across ice have enormous importance.

The sea ice is read through surface texture, weather, pressure, animal behavior, remembered routes, and local instruction. Experience reduces ordinary mistakes; it never makes anyone invulnerable to the ice.

*Etiquette*

- Never move another household’s marker, line, anchor, or emergency bundle without permission.
- Report a crack, pressure ridge, missing marker, or weather change immediately.
- Warm and assess an exhausted arrival before interrogating them.
- Do not romanticize temporary camps as wilderness freedom; they are maintained communities.
- When camp moves, carrying shared necessities matters more than demonstrating personal endurance.

*Values and Tensions*

Ice Walkers value portable belonging, close observation, practical courage, interdependence, and respect for ground that cannot be permanently owned. Their tensions include tradition versus avoidable risk, hunter prestige versus the less celebrated work that sustains camp, and what should be preserved when the conditions that created a practice end.

*Language:*

Choose Ikbesh or another Shiverwallow household language.

*Suggested Heritage Expressions:*

- Routecraft
- Weatherwise
- Seasoncraft
- Hospitality and Mutual Aid
- Oral History

*Suggested backgrounds:*

Outlander, Fisher, Sailor, Hunter, Folk Hero, Hermit, Guard, or Guide. Hiraeth backgrounds such as Whaler, Ice Harvester, Arctic Rescuer, Reindeer Herder, or Survivor may also fit.

*Character Questions*

- What makes a temporary camp feel like home to you?
- Whose judgment about the ice did your household trust above all others?
- What part of Ice Walker life do Shiverwallow storytellers praise while ignoring its cost?
- Did you leave because the ice became unsafe, because others stopped going, or because you wanted a home that did not move?
- Which possession must always be placed first when a new camp is established?

*Optional flaws:*

- *Moving Ground:* You distrust comfort that depends on assuming tomorrow will resemble today.

- *Risk as Belonging:* You sometimes accept danger because refusing it feels like rejecting your people.

- *Portable Heart:* You are quicker to abandon a damaged place than companions who believe every home must be saved.

*Public source:*

- [Shiverwallow](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/shiverwallow)
- [Travel](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/travel)
- [The Environment](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-environment)

---

## Sleetmond Orchardfolk

> *Lore status:* Published anchor supported by the Hope Tree and Frostmaple material.

*Identity*

Sleetmond is a community of fewer than five hundred people beside its lake. Its food systems join sugar-maple orchards, fishing, and Icesheep. The town is associated with druidic practices centered on the Hope Tree, while nearby Frostmaple traditions connect cultivated orchards to an older wild grove.

Orchardfolk identity is not synonymous with being a druid. The person pruning trees, boiling syrup, mending a net, shearing sheep, hauling fuel, recording weather, or arguing with the local druids belongs equally. What joins these lives is cultivated endurance: living systems kept alive through conditions that should defeat them.

*Daily Life and Material Culture*

Sap, bark, wool, fish, smoke, lake water, pruning tools, storage vessels, orchard paths, and wind protection shape the settlement. Sugar and syrup are nutrition, trade, hospitality, and memory—not merely sweets. Icesheep connect Sleetmond to Quilt’s textile economy without making the two towns culturally interchangeable.

Work is intensely seasonal. Temperature changes, tree health, animal condition, lake behavior, and the sequence of tasks matter. Because outsiders often regard local druids and rangers with suspicion, households disagree about whether to explain their customs, protect them through silence, or confront rumor directly.

*Etiquette*

- Ask before taking leaves, bark, sap, cuttings, or fallen wood.
- Do not confuse respect for the Hope Tree with one compulsory religious belief.
- Learn whether a grove path is public, working, protected, or ceremonial.
- Compliments about “miraculous” food can insult the labor that maintains it.
- Report pests, disease, damaged fences, or suspicious cutting before assigning blame.

*Values and Tensions*

Orchardfolk value stewardship, long observation, seasonal patience, useful abundance, and reciprocal relationships between settlement and land. Their tensions include sacred interpretation versus practical ecology, local expertise versus outside suspicion, protected groves versus public need, and continuity versus changes brought by the thaw.

*Language:*

Choose Ikbesh or another lake, household, or trade language.

*Suggested Heritage Expressions:*

- Seasoncraft
- Boundary Signs
- Oral History
- Hospitality and Mutual Aid
- Weatherwise

*Suggested backgrounds:*

Farmer, Outlander, Hermit, Acolyte, Folk Hero, Fisher, Guild Artisan, Sage, or Guard. Hiraeth backgrounds such as Winter Druid of Frostmaple Grove, Reindeer Herder, Cold Water Fisherfolk, Wilderness Guide, or Fur Trader may also fit.

*Character Questions*

- Which living thing did your household teach you to care for before trusting you with your own choices?
- Is the Hope Tree primarily miracle, responsibility, public resource, sacred being, or political symbol to you?
- What does an outsider consistently misunderstand about Sleetmond?
- Where do you stand in the dispute with Niror-Ottiken, and who made that position personal?
- Which orchard or lake task tells you that one season has truly ended?

*Optional flaws:*

- *Long-Season Judgment:* You resist urgent change until you have observed enough to trust it, even when delay carries danger.

- *Steward’s Claim:* You treat people who do not maintain a place as less entitled to decide its future.

- *Rooted Suspicion:* Extraction, rapid growth, and promises of “progress” trigger hostility before you understand the proposal.

*Public source:*

- [Sleetmond](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/sleetmond)
- [The Hope Tree](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-hope-tree)
- [Frostmaple Grove](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/frostmaple-grove)

---

## Niror-Ottiken Lakeshorefolk

> *Lore status:* Published anchor with an explicitly contested civic identity.

*Identity*

Niror-Ottiken is a settlement whose name is an argument. Older maps and established households call it Niror. Many immigrants who arrived after the thaw call it Ottiken. Squat older buildings carry dragon and serpent carvings connected to the founders’ draconic heritage, while hurried newer housing reflects migration from Astrousia and the Last Elven State. A large winery dominates both skyline and economy.

Lakeshorefolk need not select one “real” community. A character may come from a founder household, an immigrant household, a mixed family, the economy surrounding the winery, a group that uses both names strategically, or a younger generation frustrated that every introduction demands a political declaration.

*Daily Life and Material Culture*

Vineyard work under northern conditions, frost-sweetened wine, lake access, migrant housing, old carvings, guarded production, and uneven prosperity define daily life. Wine connects the town to taverns across Icebeach and makes local disputes visible through price and supply.

The town’s buildings record arrival. Established dwellings express lineage and permanence. Makeshift housing expresses urgency, exclusion, adaptation, or hope depending on who tells the story. Material culture mixes draconic motifs, immigrant household practices, winery equipment, winter storage, and documents used to prove residence or work.

*Etiquette*

- Ask which name a person uses for the town rather than treating one as neutral.
- Do not assume architecture reveals loyalty, ancestry, or legal belonging.
- Sharing a drink can be hospitality, commerce, or political theater; learn which before making a toast.
- Do not ask an immigrant household to justify why it came before offering ordinary courtesy.
- A founder’s long memory does not automatically grant authority over a newcomer’s present life.

*Values and Tensions*

Lakeshorefolk may value enterprise, persistence, household identity, adaptation, and public recognition. Their tensions include founder claims versus immigrant belonging, prosperity versus worker safety, cultivated land versus druidic stewardship, security versus coercion, and whether the town’s future should preserve or transform its identity.

Sleetmond neighbors may see the town as industrial and reckless. Niror-Ottiken residents may portray Sleetmond as obstructionist. Within the town, founder and immigrant stereotypes often matter more than either outside judgment.

*Language:*

Choose Ikbesh, an Astrousian language, Modern Elvish, Draconic, or another household language with GM approval.

*Suggested Heritage Expressions:*

- Crossroads Mediation
- Contract Literacy
- Guild and Market Signs
- Settlement Read
- Public Protocol

*Suggested backgrounds:*

Guild Artisan, Farmer, Merchant, Guard, Soldier, Noble, Urchin, Refugee, Criminal, or Folk Hero. Hiraeth backgrounds such as Port Native, Fur Trader, Farmer, or Survivor may also fit.

*Character Questions*

- What name do you use for the town, with whom do you change it, and what does that choice cost?
- Which household object crossed a great distance to reach the lakeshore?
- What do the serpent or dragon carvings mean to you if you are not descended from a founder?
- Who benefited from the winery’s prosperity, and who became less safe as it grew?
- Which claim in the dispute with Sleetmond do you believe, and what might change your mind?

*Optional flaws:*

- *Name as Test:* You treat another person’s choice of place-name as proof of loyalty before hearing their reasons.

- *Fortified Progress:* Opposition to economic growth sounds like a threat to your household’s survival.

- *Proof of Belonging:* You feel compelled to document, defend, or perform your right to be present.

*Public source:*

- [Niror](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/niror)
- [Sleetmond](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/sleetmond)

---

## Fractured Point Gatefolk

> *Lore status:* Published anchor. The settlement is established, though its current public account is less extensive than Casgate’s or Shiverwallow’s.

*Identity*

The Fractured Point sits on Icebeach’s rocky shore and serves as the first stop for many visitors. Its castle doubles as lighthouse and beacon across the icefields. Narrow streets are lit by stained-glass lanterns that scatter color through a town otherwise worn by cold and wind.

Gatefolk grow up where first impressions become economy. They see outsiders before most of Icebeach does, yet live behind gates that close at sundown. Their town is both invitation and refusal: a beacon guiding people in, walls deciding when they may enter, traders welcoming business, and common households that have not shared equally in the wealth.

*Daily Life and Material Culture*

Wind shapes walking, building, hanging signs, shutters, clothing, loading, and conversation. Residents learn which streets funnel gusts and which walls offer momentary shelter. Stained glass, beacon maintenance, gate schedules, sea traffic, the Foaming Runs, market goods, and fortified architecture make up the town’s visual language.

Class difference is visible in access to comfort, trade, and celebration. A wealthy merchant household and a laboring gate household can share civic habits without inhabiting the same social Point.

*Etiquette*

- Know the gate schedule and do not make others responsible for your failure to respect it.
- Give directions by shelter and wind as well as distance.
- A trader’s welcome is not necessarily a household’s friendship.
- Do not block narrow streets to admire lanterns during work or dangerous weather.
- Explain what closes at sundown before explaining what is beautiful.

*Values and Tensions*

Gatefolk may prize alertness, local trade, public order, clear boundaries, and the ability to remain functional under relentless weather. Their tensions include welcome versus closure, trader wealth versus common hardship, local commerce versus outside exploitation, and whether suspicion protects the town or slowly kills its friendliness.

Visitors often decide the Point represents all of Icebeach. Residents can find that assumption profitable and insulting in equal measure.

*Language:*

Choose Ikbesh or another household, trade, port, or immigrant language.

*Suggested Heritage Expressions:*

- Settlement Read
- Public Protocol
- Guild and Market Signs
- Weatherwise
- Maritime Routine

*Suggested backgrounds:*

Merchant, Sailor, Guard, Soldier, Guild Artisan, Noble, Urchin, Criminal, Courtier, or Folk Hero. Hiraeth backgrounds such as Port Native, Ship’s Surgeon, Cold Water Fisherfolk, or Arctic Rescuer may also fit.

*Character Questions*

- What did the town teach you to notice about a stranger before learning their name?
- Which stained-glass color, gate, tower room, or windbreak marks home in your memory?
- Did your household benefit from being Icebeach’s first welcome, or perform the labor behind somebody else’s welcome?
- When did closing the gate save someone, and when did it abandon someone?
- What do travelers routinely believe about the Point that locals know is false?

*Optional flaws:*

- *Sundown Gate:* Once you decide a person or place is unsafe, reopening access feels like betraying everyone inside.

- *First-Impression Ledger:* You form durable judgments from how people enter a room, town, or negotiation.

- *Wind-Worn Courtesy:* You treat warmth and friendliness as limited resources that must be earned.

*Public source:*

- [The Fractured Point](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-fractured-point)
- [The Foaming Runs](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-foaming-runs)

# 4.7 - Icebeach Heritages: Mountain, Glacier, and Memory

These heritages belong to communities shaped by difficult connection, mountain isolation, watchfulness, sealed boundaries, evacuation, and the memory of places no longer inhabited. Nil Buldinr and Gernerum have explicit limits because their public lore does not yet support a complete account of internal life.

---

## Thrawbreak Terracefolk

> *Lore status:* Published anchor.

*Identity*

Thrawbreak began as a mountaineers’ camp for expeditions toward the Crown of the World. A palisade and stone keep followed; both eventually fell. The present town descends in terraces toward a harbor damaged by shifting ice. With ferry service from Whitedrift stopped, mountains, ice, and snow isolate the settlement, leaving one known pass—Martian’s Revenge—as its precarious connection.

Terracefolk identity is shaped by abandonment, but it should not be reduced to bitterness. Some believe the wider world left them behind. Others take pride in continuing without promised infrastructure. Still others want to leave and resent outsiders who turn forced endurance into a romantic story.

*Daily Life and Material Culture*

Terraces turn elevation into neighborhood. Carrying goods uphill, maintaining stairs and retaining walls, clearing snow without burying the level below, repairing tilted structures, rationing imports, and planning around the pass shape daily life. Ruined walls and the failed keep remain evidence that construction is not the same as protection.

The broken harbor and absent ferry create a culture attentive to failed connections. Households keep repair material, preserve food, reuse imported objects, and remember when certain goods were last easy to obtain.

*Etiquette*

- When moving snow, water, waste, or cargo, account for the households below you.
- Never promise outside help until it has crossed the pass.
- Ask whether a ruin is common salvage, dangerous structure, memorial, or private claim.
- A complaint about abandonment may be testimony, humor, political demand, or all three.
- Do not praise self-sufficiency while refusing the infrastructure people actually request.

*Values and Tensions*

Terracefolk value maintenance, local memory, making limited supplies last, awareness across household levels, and reliability proven by arrival. Their tensions include independence versus abandonment, pride versus resentment, staying versus leaving, and communal repair versus the question of who repeatedly benefits from sacrifice.

Other communities may call Thrawbreak angry, isolated, stubborn, or doomed. Younger residents may admire the wider world and still be judged disloyal for wanting access to it.

*Language:*

Choose Ikbesh, Auran, or another household or mountain-route language.

*Suggested Heritage Expressions:*

- Routecraft
- Technical Maintenance
- Hospitality and Mutual Aid
- Oral History
- Weatherwise

*Suggested backgrounds:*

Outlander, Guild Artisan, Soldier, Guard, Folk Hero, Hermit, Sailor, or Urchin. Hiraeth backgrounds such as Wilderness Guide, Miner, Prospector, Arctic Rescuer, Survivor, or Northern Minstrel may also fit.

*Character Questions*

- Which promise from outside Thrawbreak did your household continue planning around long after it should have stopped?
- Did you live above or below most of the town, and what assumptions came with that elevation?
- What object has your family repaired so many times that replacing it would feel like betrayal?
- Why did you cross Martian’s Revenge when you left?
- What would convince you that connection to the wider world is worth depending on again?

*Optional flaws:*

- *Promise Must Arrive:* You dismiss offers of help until the help is physically present.

- *Abandonment Reflex:* Delays and distance quickly feel like deliberate rejection.

- *Keep the Ruin:* You preserve failed tools, structures, or plans because discarding them would erase the labor invested in them.

*Public source:*

- [Thrawbreak](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/thrawbreak)
- [Travel](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/travel)

---

## Glacierwatch Folk

> *Lore status:* Published but uneven anchor. Icemoor has substantial public detail; Whitedrift remains lightly documented. This heritage uses only their confirmed shared relationship to the Winrich Glacier.

*Identity*

Icemoor was nearly depopulated during the Eternal Winter. Families left homes that had become too close to the Winrich Glacier. A small Old Guard remained in the emptied settlement as Custodians of the View, maintaining its watchtower and warning systems. Whitedrift clings to rocky ground at the mouth of the Curse Run, meltwater descending from the same glacier, and its people likewise live beneath the responsibility of watch.

The shared heritage is not the profession of being a Watcher. It is growing up among households for whom vigilance, evacuation, false alarms, records of departures, and disputed responsibility shape ordinary thought. One branch stayed. One left. One lives downstream. Each can accuse the others of cowardice, obsession, exploitation, or denial.

Choose one community path:

- **Icemoor Custodian Kin:** your household remained connected to the tower, its records, or those who stayed.
- **Icemoor Evacuee Family:** your household carried the keys, memories, and unresolved claims of an abandoned home elsewhere.
- **Whitedrift Household:** you were raised beside the Curse Run and the continuing pressure of proximity to the glacier.

The paths do not change your mechanics.

*Daily Life and Material Culture*

Watch ledgers, maintained sightlines, shutters, warning procedures, warm meals for people passing north, evacuation bundles, maps, memorial objects, and the careful distinction between observation and rumor define the most established material culture.

Icemoor’s empty houses create unusual relationships to property. A family may hold a key to a building it has not entered in years. Those who stayed may maintain common spaces but reject claims from absent owners; those who left may insist that evacuation did not surrender home.

*Etiquette*

- Record who travels toward the glacier and, when possible, who returns.
- Do not call an evacuation cowardice without asking what was being protected.
- Do not mock continued watch merely because the feared event has not occurred.
- Distinguish an observation from an inherited story and both from a prediction.
- Offer ordinary warmth before asking a traveler to recount what frightened them.

*Values and Tensions*

Glacierwatch Folk may value witness, preparedness, accurate records, obligations others find unreasonable, and refusing to let danger become invisible through familiarity. Their tensions include vigilance versus obsession, staying versus surviving, duty versus inherited trauma, and who gets to declare that a watch has ended.

Other Icebeach residents may regard them as grim, haunted, or useful only when danger returns. A Glacierwatch character is not required to be fearful, distressed, or suspicious. Their heritage represents a community’s relationship to witness and responsibility, not a mental condition.

*Language:*

Choose Ikbesh, Auran, or another household language.

*Suggested Heritage Expressions:*

- Boundary Signs
- Archive Etiquette
- Technical Maintenance
- Routecraft
- Hospitality and Mutual Aid

*Suggested backgrounds:*

Guard, Soldier, Sage, Hermit, Outlander, Folk Hero, Urchin, or Acolyte. Hiraeth backgrounds such as Auroran Refugee, Arctic Rescuer, Wilderness Guide, Survivor, or Port Native may also fit.

*Character Questions*

- Did your household stay, evacuate, or live downstream—and which choice does it still defend?
- What key, ledger entry, warning device, or view of the glacier represents home to you?
- Who taught you the difference between vigilance and fear?
- What warning did your family give that nobody believed?
- What would need to happen before you agreed that the watch could end?
- Whose account of Icemoor or Whitedrift do you trust despite public doubt?

*Optional flaws:*

- *The Silence Is a Trick:* Long periods without evidence make you more suspicious rather than reassured.

- *Witness’s Burden:* You cannot leave a danger unrecorded even when documenting it puts you at risk.

- *Evacuation Shame:* Staying, leaving, or returning has become a moral test you unfairly apply to others.

*Public source:*

- [Icemoor](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/icemoor)
- [Whitedrift](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/whitedrift)
- [The Environment](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/the-environment)

---

## Nil Buldinr Holdfolk

> *Lore status:* **Restricted heritage.** Public lore deliberately describes Nil Buldinr from outside. Select this heritage only with GM approval and collaborative answers about your character’s household.

*Identity*

Nil Buldinr lies within the Aurora Mountains behind gates sealed for more than a century. Outsiders see black smoke from high chimneys and hear rhythmic industrial clanking. They believe the hold is vast and wealthy. They know its monarchy collapsed after a king abandoned the throne and a successor was exposed as a fraud. They do not reliably know what authority replaced the crown or how ordinary life now works behind the gates.

A Holdfolk character might have been raised inside, descended from an exile, exchanged across the boundary, or otherwise possess a credible relationship to the sealed city. Why you are outside is part of the character concept. Your answers establish your household and campaign; they do not automatically define all Nil Buldinr.

*Daily Life and Material Culture*

Only broad foundations are established: sealed-gate logistics, large-scale industry, mountain construction, continual maintenance, and political memory surrounding the failed monarchy.

Choose two visible habits or objects that demonstrate your upbringing without explaining the entire hold. Examples include a maintenance tag, a way of recording completed work, a gate courtesy, a family object tied to the broken throne, or a ritual for checking shared machinery. Confirm your choices with the GM.

*Etiquette*

Answer these questions with the GM:

- What information about the hold is yours to share?
- What form of introduction proves that a stranger is accountable for their words?
- How does your household acknowledge the vacant throne, if at all?
- What ordinary maintenance duty is treated as civic participation?

*Values and Tensions*

Known tensions include isolation versus outside dependence, industry versus secrecy, rejection of monarchy versus unknown replacement authority, and the hold’s reputation for judging surface nations as soft or unreliable. Your character may confirm, complicate, or reject that reputation.

Surface people imagine Nil Buldinr as fabulously wealthy, militarized, engineer-ruled, or hostile. Being Holdfolk does not automatically give you secret strategic knowledge, public authority, or access through the sealed gates.

*Language:*

Choose Auran or another approved hold or household language.

*Suggested Heritage Expressions:*

- Technical Maintenance
- Public Protocol
- Archive Etiquette
- Boundary Signs
- Contract Literacy

*Suggested backgrounds:*

Guild Artisan, Soldier, Sage, Noble, Hermit, Outlander, or Guard. Hiraeth backgrounds such as Rune Carver, Miner, Prospector, Auroran Refugee, or Treasure Hunter may also fit.

*Character Questions*

- Why are you outside when the gates have remained closed to everyone else?
- Which rumor about Nil Buldinr is true, which is insulting, and which frightens you because you do not know?
- What did the broken throne teach your household about legitimate authority?
- What knowledge did you promise not to share?
- Who inside the hold expects your return, and what would count as betrayal?

*Optional flaws:*

- *Sealed Counsel:* You withhold ordinary context because deciding what outsiders may know became habitual.

- *Maintenance Is Loyalty:* Neglect of shared infrastructure looks like civic betrayal rather than simple carelessness.

- *Thawed Distrust:* You assume open societies are less disciplined and more fragile than they are.

*Public source:*

- [Nil Buldinr](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/nil-buldinr)
- [Travel](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/travel)

---

## Gernerum Remnants

> *Lore status:* **Legacy heritage.** Gernerum no longer stands, and very little public detail survives about its ordinary culture. Use this heritage for families and communities carrying its memory, not as a complete account of the lost town.

*Identity*

Gernerum is now a lost hometown. Public records remember it as the childhood or temporary home of several famous Icebeach figures, but say little about the ordinary people who made it a community.

Remnant identity therefore centers on disputed remembrance. People who left before the town’s destruction, descendants raised elsewhere, admirers of its famous former residents, and claimants to a destroyed place may disagree over who gets to say “we.” A character can inherit Gernerum without possessing a flawless or complete history of it.

*Daily Life and Material Culture*

Choose one family object, recipe, song, practical habit, place-name, or story your household attributes to Gernerum. Then decide who disputes that attribution and why.

A culture preserved only as perfect nostalgia cannot breathe. Gernerum remnants carry contradictions, embarrassing recollections, incomplete records, adaptations made in new homes, and arguments over whether a familiar custom truly began in the lost town.

*Etiquette*

- Ask whether someone remembers Gernerum directly, through family, or through public story.
- Do not demand that a descendant perform grief to prove belonging.
- Distinguish objects recovered from the town from objects later made “in the Gernerum style.”
- Do not allow famous former residents to replace ordinary people in the town’s memory.
- Treat uncertainty about a treasured custom as part of its history, not proof that it is meaningless.

*Values and Tensions*

Remnant themes include memory versus invention, direct recollection versus diaspora continuity, public legend versus domestic history, and whether rebuilding elsewhere preserves or abandons a lost home.

Other Icebeach communities may romanticize Gernerum only after it is safely gone. Remnants may resent being treated as relics, frauds, or sources of adventure stories. Some may also profit from that attention; doing so does not make their heritage false.

*Language:*

Choose Auran, Ikbesh, or another confirmed household language. Gernerum does not currently have a separately established language.

*Suggested Heritage Expressions:*

- Oral History
- Archive Etiquette
- Hospitality and Mutual Aid
- Technical Maintenance

*Suggested backgrounds:*

Folk Hero, Outlander, Sage, Hermit, Sailor, Guild Artisan, Urchin, or Refugee. Hiraeth backgrounds such as Auroran Refugee, Northern Minstrel, Survivor, or another approved remnant-community background may also fit.

*Character Questions*

- Do you remember Gernerum, inherit it, study it, or claim it—and who says that is not enough?
- Which ordinary person deserves to be remembered beside the town’s famous former residents?
- What object or practice does your household call Gernerum-made even though its origin is uncertain?
- Would rebuilding under the same name restore your home or overwrite it?
- What part of the public story of Gernerum do you refuse to repeat?

*Optional flaws:*

- *Lost-Home Authority:* You treat grief or inherited memory as sufficient authority over every attempt to reinterpret the past.

- *Prove the Remnant:* You cling to questionable objects or stories because uncertainty feels like a second destruction.

- *Famous Shadows:* You compare ordinary achievement to legendary former residents until nothing feels worthy.

*Public source:*

- [Gernerum](https://www.hiraeth.wiki/books/players-guide-to-icebeach/page/gernerum)

# 4.8 - World Heritages and the Peoples of Arfordir

Heritage answers a simple character question:

> **Which people and place taught you how ordinary life works?**

It does not determine your body, supernatural lineage, profession, social class, employer, religion, or adventuring class. A dwarf and a human raised on the same Rockdrift street can share a heritage. Two human siblings raised in different countries can have different heritages.

## Using a Heritage

Choose one heritage and record:

- **One language** allowed by that heritage.
- **Two Heritage Expressions**, chosen from its suggestions or from another catalog entry that fits your community.
- Any customs, tensions, questions, and optional flaws that help define your character.

Suggested backgrounds are inspiration only. Your normal D&D background remains your profession, training, social station, or former life.

## Heritage Status

- **Published Heritage:** Grounded in a substantive player-facing setting guide.
- **Working Heritage:** Grounded in current Hiraeth lore, but still open to refinement.
- **Legacy Heritage:** Preserves an older Hiraeth idea. Choose it with the GM and decide together which local details are true.
- **Thin-Lore Heritage:** The place is established, but much of its everyday culture remains intentionally open for the player and GM to develop.

## Suggested Heritage Expressions

Each profile lists common suggestions from the thirty-six-expression catalog. Choose two suggestions or another catalog expression that fits your community.

---

## Rockdrift and Arfordir

### 1. Old Rockdrift Stoneward

*Status:* Published Heritage

You were raised in Rockdrift’s oldest civic heart, among stone buildings, memorial parks, old shops, the Mythic Fjord, and stories about a city repeatedly built, wounded, and rebuilt. Old Rockdrift includes tenants, shopkeepers, scribes, laborers, civic families, and people whose only prestige is that their household remained.

Residents tend to value continuity, precise local memory, practical repair, and being known by one’s neighbors. They also argue over when preservation becomes an excuse for keeping wealth and authority exactly where it already sits. Dockward people may call them territorial, while newer districts may call them self-important. Stoneward families reply that someone must remember what Rockdrift promised before the newest council or guildmaster arrived.

*Language:* Old Rockdrift street speech, an Arfordiran household dialect, or another language maintained by a long-established neighborhood.

*Suggested Heritage Expressions:* Oral History, Civic Procedure, Settlement Read, or Boundary Signs.

*Suggested backgrounds:* Artisan, Guild Artisan, Merchant, Scribe, Acolyte, Guard, Noble, or Urchin.

*Character questions:*

- Which public place does your household treat as part of its own history?
- Which Rockdrift story is told incorrectly outside your ward?
- Which old custom protected your family, and which one excluded someone like you?

*Optional flaws:* Territorial about local decisions; slow to trust newcomers; unable to ignore a public insult to neighborhood history.

*Public source:* [Player’s Guide to Rockdrift](https://www.hiraeth.wiki/books/players-guide-to-rockdrift).

### 2. Rockdrift Dockward Harborfolk

*Status:* Published Heritage

You grew up where Rockdrift faces the sea: among cargo gangs, visiting crews, foreign warehouses, sailors’ lodging, dockside libraries, rough taverns, and the Port Authority’s separate rhythm of law. You need never have worked aboard a vessel. Harborfolk are people for whom weather, tides, manifests, missing cargo, foreign accents, and unexpected arrivals continually reshape the day.

The district prizes competence, mutual warning, adaptability, and discretion. It welcomes outsiders because it depends on them while fiercely rejecting the idea that the Docks have no roots. Upper wards may call the area disorderly; Dockward residents see the rest of the city as sheltered from the labor that makes Rockdrift prosperous.

*Language:* Rockdrift dockside trade speech, an Arfordiran port dialect, or a trade or household language justified by the harbor’s traffic.

*Suggested Heritage Expressions:* Maritime Routine, Guild and Market Signs, Crossroads Mediation, Settlement Read, or Weatherwise.

*Suggested backgrounds:* Sailor, Fisher, Merchant, Laborer, Urchin, Criminal, Guard, Artisan, or Entertainer.

*Character questions:*

- Which sound tells you that the harbor is functioning normally?
- Which visiting people became ordinary neighbors to you?
- Which dockside establishment would take you in without asking for an explanation?

*Optional flaws:* Treats every conversation as bargaining; protects dockside discretion too long; impatient with people who ignore obvious danger.

*Public source:* [Rockdrift Places and Landmarks](https://www.hiraeth.wiki/books/players-guide-to-rockdrift/page/places-landmarks).

### 3. Claygrasp Neighborhood Folk

*Status:* Published Heritage with Open Local Detail

You grew up in Rockdrift’s largest district, where working and middle-income households make the city ordinary. Claygrasp culture is crowded competence: knowing where to secure decent goods, which neighbor can repair something, how reputation travels across several streets, and how quickly apparent stability can disappear.

Residents prize resourcefulness, mutual notice, respectable presentation, and the ability to keep daily life moving. Gossip is expected; weaponizing a neighbor’s private hardship is contemptible. Hill Keep may flatten Claygrasp into “ordinary people,” while Dusk Gate may see it as comfortable. Claygrasp families know how much work hides behind that comfort.

*Language:* Claygrasp street speech, an Arfordiran household dialect, or another neighborhood language.

*Suggested Heritage Expressions:* Settlement Read, Hospitality and Mutual Aid, Guild and Market Signs, or Civic Procedure.

*Suggested backgrounds:* Artisan, Merchant, Laborer, Guard, Entertainer, Guild Artisan, Urchin, or Farmer.

*Character questions:*

- Which neighbor taught you the difference between respectability and trustworthiness?
- What repaired household object became an heirloom?
- Whose good opinion mattered more than an official credential?

*Optional flaws:* Overprotective of hard-won respectability; assumes every favor creates a debt; judges visible waste harshly.

*Public source:* [Player’s Guide to Rockdrift](https://www.hiraeth.wiki/books/players-guide-to-rockdrift).

### 4. Hill Keep Guildward

*Status:* Published Heritage with Open Local Detail

You grew up near Rockdrift’s castle hill, where comfortable households, formal guilds, specialists, and access to decision-makers concentrate. This does not make you noble or a guild member. It means you learned how reputation is displayed, how introductions circulate, and how proximity to power changes the cost of a mistake.

Hill Keep values accomplishment, polish, patronage, expertise, and institutional continuity. Its defenders believe access should create responsibility. Its critics observe that inherited access is often presented as proof of merit. Other districts may call Hill Keep insulated or performative; Hill Keep households may answer that large civic undertakings require networks, specialists, and long planning.

*Language:* Formal Arfordiran court speech, a court or guild register, or a language used by the district’s professional households.

*Suggested Heritage Expressions:* Public Protocol, Contract Literacy, Guild and Market Signs, Civic Procedure, or Archive Etiquette.

*Suggested backgrounds:* Noble, Courtier, Guild Artisan, Merchant, Sage, Artisan, Guard, or Charlatan.

*Character questions:*

- Who taught you to enter a room where nobody wanted to admit you belonged?
- Which mark of prestige impresses outsiders but means little locally?
- Whose reputation remains entangled with your own?

*Optional flaws:* Mistakes access for competence; protects a network despite individual wrongdoing; corrects presentation when the underlying issue matters more.

*Public source:* [Rockdrift Places and Landmarks](https://www.hiraeth.wiki/books/players-guide-to-rockdrift/page/places-landmarks).

### 5. Salts’ Road Yardfolk

*Status:* Published Heritage with Open Local Detail

You were raised around the raw-goods yards where mountain stone and salt are weighed, processed, stored, and sent onward. Dust, brine, stacked blocks, scales, ledgers, worn gloves, and warning marks are ordinary. Yardfolk learn to notice a dishonest measure, an unsafe stack, a damaged wheel, and a supervisor who values schedule more than bodies.

Residents value reliability, material honesty, shared safety, and pride in essential labor. They may distrust clerks, merchants, and adventurers who appear to profit from risks they do not carry. Owners and workers sometimes invoke the same “Salts’ Road values” while meaning opposite things.

*Language:* Salts’ Road yard speech, an inland trade dialect, a mountain community language, or another household language.

*Suggested Heritage Expressions:* Technical Maintenance, Guild and Market Signs, Contract Literacy, or Boundary Signs.

*Suggested backgrounds:* Laborer, Artisan, Guild Artisan, Merchant, Teamster, Guard, Soldier, or Criminal.

*Character questions:*

- What material can you judge by touch, smell, or sound?
- Which safety rule was written after someone you knew was injured?
- Who takes credit for labor your community performs?

*Optional flaws:* Assumes polished people are impractical; refuses to abandon a task once others rely on it; treats rest as something that must be justified.

*Public source:* [Rockdrift Places and Landmarks](https://www.hiraeth.wiki/books/players-guide-to-rockdrift/page/places-landmarks).

### 6. Dusk Gate Outerward

*Status:* Published Heritage with Open Local Detail

You grew up outside or against Rockdrift’s western gate, among farmers, new arrivals, households unable to secure residence within the walls, and people summoned toward the capital by crown or necessity. The city is close enough to shape every opportunity and distant enough to show who receives walls, services, and recognition first.

Outerward people value persistence, mutual aid, independence, and skepticism toward official promises. Some seek full urban recognition. Others fear recognition will bring taxes, inspections, and displacement before it brings services. Inner wards may call Dusk Gate makeshift; its residents know when a “temporary” settlement has become a permanent community without acquiring permanent rights.

*Language:* Dusk Gate street speech, a nearby rural dialect, or a recent migrant household language.

*Suggested Heritage Expressions:* Hospitality and Mutual Aid, Settlement Read, Boundary Signs, Routecraft, or Civic Procedure.

*Suggested backgrounds:* Farmer, Laborer, Urchin, Merchant, Folk Hero, Outlander, Guard, or Criminal.

*Character questions:*

- What did your household build before anyone granted permission?
- Do you want Dusk Gate incorporated into the city or protected from it?
- Which service do residents provide because Rockdrift does not?

*Optional flaws:* Expects public help to conceal a cost; resents people who exclude Dusk Gate from “the city”; takes challenges to informal boundaries personally.

*Public source:* [Rockdrift Places and Landmarks](https://www.hiraeth.wiki/books/players-guide-to-rockdrift/page/places-landmarks).

### 7. Arfordiran Crownland and Tablefolk

*Status:* Working Heritage

You were raised in wider Arfordir rather than Rockdrift itself, among communities that combine food, art, craft, cultivated reputation, royal symbolism, and the ideal that accomplishment can change a family’s standing. Regional hospitality is often judged through care and presentation rather than raw expense. A precise compliment shows attention; broad praise can sound empty.

Arfordir’s ideals of taste, education, accomplishment, and merit sit beside inherited access to instruction and recommendation. Royal loyalty can be personal, ceremonial, pragmatic, or contested. Rockdrift may call the rest of the country provincial, while rural communities know where the capital’s food, stone, craft, and stories begin.

*Language:* An Arfordiran regional dialect, or another household language.

*Suggested Heritage Expressions:* Hospitality and Mutual Aid, Seasoncraft, Guild and Market Signs, Oral History, or Public Protocol.

*Suggested backgrounds:* Farmer, Artisan, Entertainer, Merchant, Noble, Courtier, Folk Hero, or Guard.

*Character questions:*

- Which food, craft, performance, or local product is your community proud to be judged by?
- Whose recommendation opened—or failed to open—a door?
- Which royal story is told differently in your town?

*Optional flaws:* Turns taste into a judgment of character; assumes achievement must be publicly legible; holds lasting grudges over condescension toward home.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

# 4.9 - Athenaeum, Gilded Crossroads, Wolgari, and Beccin

## Athenaeum and Delphi

### 8. Delphic Civic

*Status:* Working Heritage

You were raised in Delphi as a citizen of a vast magical capital, not necessarily as a wizard or student. Bridges, docks, roads, courts, archives, public offices, school traffic, and the Mount Primo Complex make institutional magic part of the city’s ordinary geography.

Delphians often value precise questions, demonstrable knowledge, competent stewardship, and civic capacity. They also argue about whether expertise serves the public or gives experts permission to decide what the public may know. Foreigners may see Delphians as brilliant, arrogant, regulated, or magically spoiled. Delphians may see foreign systems as dangerously informal while knowing how readily their own institutions hide behind procedure.

*Language:* Delphic civic speech, a scholarly or civic language, or a household language used in the capital.

*Suggested Heritage Expressions:* Civic Procedure, Archive Etiquette, Public Protocol, Technical Maintenance, or Settlement Read.

*Suggested backgrounds:* Sage, Scholar, Artisan, Merchant, Courtier, Guard, Urchin, or Entertainer.

*Character questions:*

- Which public institution worked exactly as promised when your family needed it?
- What dangerous knowledge do you believe should genuinely be controlled?
- Which neighborhood resents being described only through the Mount Primo Complex?

*Optional flaws:* Assumes every problem has a correct office; equates orderly explanation with truth; impatient with knowledge that resists classification.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

### 9. Athenaeum Scholastic-Quarter Household

*Status:* Working Heritage

You were raised in a household or neighborhood shaped by schools, archives, laboratories, magical trades, or state research. This does not make you a mage, graduate, employee, or license-holder. It means academic calendars, visiting experts, restricted doors, experimental hazards, and the distinction between trained, licensed, published, and merely clever were ordinary parts of life.

Such communities prize curiosity, precision, credit, preservation, and reliable method. They also understand credentialism, status anxiety, secrecy, and the invisible labor supporting prestigious work. Foreigners may assume everyone nearby is a wizard. Residents know that most people sustaining magical institutions perform ordinary and frequently uncredited work.

*Language:* Delphic civic speech, a household language, or an appropriate scholarly language.

*Suggested Heritage Expressions:* Archive Etiquette, Technical Maintenance, Contract Literacy, Crossroads Mediation, or Public Protocol.

*Suggested backgrounds:* Sage, Student, Artisan, Laborer, Merchant, Scribe, Urchin, or Guard.

*Character questions:*

- Which brilliant person relied on someone your community never credited?
- Which safety rule do you follow when nobody is watching?
- Did your home benefit more from the Athenaeum’s openness or suffer more from its restrictions?

*Optional flaws:* Corrects terminology when the human issue matters more; protects unfinished work too long; distrusts uncredentialed expertise.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

## The Gilded Nations

### 10. Gilded Corridor Folk

*Status:* Working Heritage

You were raised between member states of the Gilded Nations: in a border town, multilingual household, shared-currency market, transit community, or family whose ordinary life crosses jurisdictions. This is not a generic Gilded nationality. It is the culture of repeatedly translating between distinct member peoples.

Corridor Folk value mobility, mediation, shared infrastructure, and plural belonging. They also experience unequal influence and pressure to become culturally neutral for everyone else’s convenience. Localists may call them rootless; central institutions may treat them as ideal intermediaries while ignoring the cost of that work.

*Language:* One member-state language, a trade language, or a mixed household language.

*Suggested Heritage Expressions:* Crossroads Mediation, Contract Literacy, Routecraft, Public Protocol, or Guild and Market Signs.

*Suggested backgrounds:* Merchant, Courtier, Sailor, Caravan Specialist, Guard, Guild Artisan, Entertainer, or Urchin.

*Character questions:*

- Which border seems artificial to you?
- Which local distinction must never be flattened?
- Whose disagreement are you tired of being expected to translate?

*Optional flaws:* Avoids taking a side when neutrality has consequences; assumes every conflict is misunderstanding; changes presentation so easily that friends question what is sincere.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

## Wolgari

### 11. Trier Civic Wolgari

*Status:* Working Heritage

You were raised in or around Trier, the federal center of a concealed island republic. Civic life combines democratic institutions, thirteen largely autonomous provinces, controlled access through the veil, and a national identity founded on refuge while now possessing real logistical and research power.

Trier’s people debate what belongs to a household, a community, a province, or the federation. Sanctuary, autonomy, technical competence, discretion, and negotiated pluralism are admired. Foreigners may romanticize Wolgari as a perfect refuge or treat every silence as conspiracy. Provincial Wolgari may see Trier as necessary, overconfident, or both.

*Language:* Wolgari civic speech, Draconic, a refugee household language, or a provincial language.

*Suggested Heritage Expressions:* Civic Procedure, Crossroads Mediation, Public Protocol, Contract Literacy, or Settlement Read.

*Suggested backgrounds:* Courtier, Merchant, Artisan, Sage, Guard, Urchin, Sailor, or Refugee.

*Character questions:*

- Which part of your identity belongs to Trier, and which belongs elsewhere?
- What information feels like a dangerous question rather than harmless curiosity?
- Who taught you the difference between refuge and isolation?

*Optional flaws:* Treats disclosure as danger; becomes controlling when responsible for safety; assumes outsiders cannot understand legitimate Wolgari concerns.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

### 12. Wolgari Refuge-Province Community

*Status:* Working Heritage

You were raised in a semi-insular province, settlement, or neighborhood founded or reshaped by people fleeing persecution. Your customs may carry an older homeland, but they did not remain unchanged. They adapted to the island, secrecy, neighboring refugees, and the practical work required to sustain sanctuary.

These communities prize mutual protection, memory, self-determination, adaptation, and chosen continuity. They also argue over assimilation, language retention, federal participation, marriage, internal authority, and whether safety justifies gatekeeping. Other Wolgari may describe a community as closed; outsiders may assume all refugees share one politics.

*Language:* A preserved community language, Draconic, or a provincial language.

*Suggested Heritage Expressions:* Hospitality and Mutual Aid, Oral History, Crossroads Mediation, Sacred Observance, or Seasoncraft.

*Suggested backgrounds:* Farmer, Artisan, Merchant, Acolyte, Folk Hero, Hermit, Sailor, or Sage.

*Character questions:*

- Which custom changed after arrival on Wolgari?
- What object, recipe, song, or name carries more homeland than a map?
- What makes you Wolgari that an outsider focused on your family’s origin would miss?

*Optional flaws:* Treats community scrutiny as the price of safety; preserves a custom after forgetting whom it serves; assumes leaving is rejection.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

### 13. Wolgari Kobold Homeland Community

*Status:* Working Heritage with Open Local Detail

You were raised among communities descended from or connected to Wolgari’s Green, Red, Yellow, or Blue Kobold peoples, who lived on the island before the modern refuge republic. This heritage concerns homeland, ecology, political memory, and continuity. It does not reduce those peoples to color-coded ancestry options.

Original presence must not become museum status. Communities may disagree about development, federal participation, land, refuge policy, and how much tradition should be made legible to outsiders. Newer Wolgari may celebrate kobold history symbolically while neglecting current voices. Foreigners may mistake these communities for a single tribe. Neither view is adequate.

*Language:* Draconic or another established island language.

*Suggested Heritage Expressions:* Boundary Signs, Oral History, Seasoncraft, Hospitality and Mutual Aid, or Routecraft.

*Suggested backgrounds:* Farmer, Outlander, Artisan, Sage, Merchant, Guard, Hermit, or Folk Hero.

*Character questions:*

- Which place carries a history the federal story tells too briefly?
- What did your community gain from the refuge republic, and what did it defend from it?
- Is the color-name a proud self-description, an outsider label, both, or neither?

*Optional flaws:* Interprets curiosity as attempted claim; distrusts national symbols that omit local history; feels responsible for defending every secret.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

## Beccin

### 14. Beccin Core Civic

*Status:* Working Heritage

You were raised inside Beccin’s core civic culture, where imperial hierarchy, public order, industry, schedules, records, and the promise of overwhelming capacity shape everyday expectations. You need not support the Empire. You are familiar with a society that often judges legitimacy by whether a system acts, produces, and maintains order.

Beccin civic ideals include competence, action, scale, public works, and clear hierarchy. The central cultural danger is confusing effectiveness with consent and treating burdens imposed elsewhere as administrative necessity. Occupied peoples may see Beccin citizens as beneficiaries who call coercion efficiency. Citizens may resent being reduced to the army while overlooking how ordinary prosperity connects to imperial power.

*Language:* Beccin or another established household or provincial language.

*Suggested Heritage Expressions:* Civic Procedure, Public Protocol, Technical Maintenance, Contract Literacy, or Settlement Read.

*Suggested backgrounds:* Artisan, Courtier, Merchant, Guard, Soldier, Sage, Noble, Laborer, or Criminal.

*Character questions:*

- Which Imperial system materially improved life for people you love?
- What cost were you trained not to see?
- When does decisive action become a way to prevent objection?

*Optional flaws:* Treats delay as incompetence; sends moral responsibility upward through hierarchy; values measurable results above unrecorded harm.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

### 15. Beccin Works-Corridor Community

*Status:* Working Heritage

You grew up in a rail, telegraph, industrial, provincial, or contractor-shaped settlement where infrastructure organizes communal life. This does not give you a trade proficiency or make you an Imperial employee. It teaches the rhythm of maintenance windows, supply arrivals, work credentials, and distant decisions that can reorder a town.

Works-Corridor communities value reliability, coordinated effort, technical pride, and the local improvisation that keeps official systems alive. They also argue over relocation, surveillance, safety, extraction, and who receives the benefit. Core citizens may call them rough but productive; rural neighbors may call them agents of extraction. Residents may reject both.

*Language:* Beccin, a provincial language, or a mixed work-community dialect.

*Suggested Heritage Expressions:* Technical Maintenance, Routecraft, Contract Literacy, Boundary Signs, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Laborer, Artisan, Guild Artisan, Merchant, Guard, Soldier, Farmer, Urchin, or Sage.

*Character questions:*

- Which official system would fail without your neighbors’ unofficial work?
- What schedule governed your childhood more than the calendar?
- Which piece of infrastructure is both pride and grievance?

*Optional flaws:* Measures worth through usefulness; continues following schedules after their purpose fails; distrusts plans without a maintenance explanation.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

# 4.10 - Eschatia and the Southern Thalassia

## Eschatia

### 16. Eschatian Slow-Root Countryside

*Status:* Working Heritage

You were raised in an Eschatian village, orchard, vineyard, coffee-growing region, or small eparchial community where civic memory and the seasons move together. “Slow Roots” is more than legal procedure. It is the belief that changes affecting land, water, burial, worship, and standing should remain visible long enough for neighbors and old records to answer.

Such communities value stewardship, patience, reciprocal standing, and public memory. The same customs can protect land or allow established interests to postpone justice. Beccin officials may call this inefficient. Urban Eschatians may praise rural resistance while depending on the countryside’s produce. Rural people know how quickly cities praise Slow Roots and invoke exceptions.

*Language:* Modern Elvish, an Eschatian regional dialect, Beccin, or another household language.

*Suggested Heritage Expressions:* Seasoncraft, Oral History, Boundary Signs, Civic Procedure, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Farmer, Folk Hero, Artisan, Guild Artisan, Acolyte, Hermit, Merchant, or Guard.

*Character questions:*

- Which decision did your community insist must ripen in public?
- Which grove, well, boundary, or burial place carries an invisible obligation?
- When did patient procedure protect someone, and when did it abandon someone?

*Optional flaws:* Refuses necessary haste; gives inherited standing too much authority; treats departure as abandonment.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

### 17. Eschatian Eparchy Ward

*Status:* Working Heritage

You grew up in a town or city ward where the Republic is encountered through elected representatives, guilds, registrars, courts, markets, watches, public relief, notices, and remonstrances. Republican participation is not an abstraction. It is a daily practice full of queues, sponsorship, personal risk, and procedural argument.

Ward communities value accountable records, local competence, public objection, and decisions that remain visible. Access is uneven: recognized households and institutions can make a problem legible, while an isolated person may struggle to be heard. Beccin observers may call the process endless; residents see procedure as a defense against distant power quietly making temporary control permanent.

*Language:* Modern Elvish, a local dialect, Beccin, or a multilingual household language.

*Suggested Heritage Expressions:* Civic Procedure, Archive Etiquette, Public Protocol, Contract Literacy, or Settlement Read.

*Suggested backgrounds:* Courtier, Guild Artisan, Merchant, Guard, Sage, Noble, Urchin, Criminal, or Laborer.

*Character questions:*

- Which office did your family trust enough to risk its name?
- Who taught you to object without making your objection easy to dismiss?
- Which missing record altered someone’s life?

*Optional flaws:* Believes a recorded objection is sufficient action; cannot resist procedural argument; distrusts people without local sponsors.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

### 18. Eschatian Paper-Cage Cityfolk

*Status:* Working Heritage

You were raised where Eschatian and Beccin administrations overlap: an occupied city, rail district, permit-heavy ward, or community living under two systems that each claim the other authorized the harm. You learned that “Who is in charge?” can matter less than “Who must sign for this to look legal?”

Residence registers, travel passes, changing currencies, ration channels, inspections, and offices with overlapping seals shape ordinary life. Residents value adaptability, quiet warning, documentary memory, and the ability to read official language critically. That constant ambiguity can also normalize corruption, informant fear, and the belief that every relationship is compromised.

*Language:* Modern Elvish, Beccin, or another household language.

*Suggested Heritage Expressions:* Civic Procedure, Contract Literacy, Crossroads Mediation, Archive Etiquette, or Settlement Read.

*Suggested backgrounds:* Urchin, Merchant, Courtier, Criminal, Guild Artisan, Guard, Laborer, Sage, or Soldier.

*Character questions:*

- Which document did your household copy more than once?
- Who taught you how to make two offices disagree?
- What act of cooperation kept someone alive but still feels like betrayal?

*Optional flaws:* Sees every request as leverage; preserves dangerous records too long; assumes a kind official must have a hidden purpose.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

### 19. Eschatian Old-House Country

*Status:* Working Heritage

You were raised in a community shaped by one or more old Oikoi: an estate town, service household, ward, workshop, clinic, school, stable, performance house, archive, or memorial landscape. Choosing this heritage does not make you noble, blooded, magical, a house member, or loyal to the Synedrion.

Old-House communities value continuity, obligation, public role, specialized knowledge, and inherited memory. Their central dispute is whether generations of public service justify hereditary privilege—and who may reinterpret obligations made by the dead. Republican critics may call these communities compromised by hierarchy. Residents know the distance between a celebrated name and the ordinary people maintaining its public work.

*Language:* Modern Elvish, an older formal register, a regional dialect, Beccin, or another household language.

*Suggested Heritage Expressions:* Public Protocol, Oral History, Archive Etiquette, Hospitality and Mutual Aid, or Boundary Signs.

*Suggested backgrounds:* Noble, Courtier, Artisan, Acolyte, Guard, Soldier, Sage, Laborer, or Entertainer.

*Character questions:*

- What does the old house near your home publicly owe the community?
- Who serves its institutions without belonging to its bloodline?
- If hereditary standing vanished, what useful work should remain?

*Optional flaws:* Confuses inherited obligation with personal identity; defends public service to avoid confronting private harm; rejects all outside criticism.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

### 20. Eschatian Road, Port, and Diaspora Folk

*Status:* Working Heritage

You were raised among Eschatians whose lives cross regions: port households, roadside communities, displaced families, emigrants, veterans, and people whose homes carry both old Elvish and newer trade-language or Beccin names. Your heritage is defined by how Eschatian identity survives movement, occupation, and renamed places.

These communities value adaptation, memory, safe passage, hospitality, and plural belonging. They argue over return, authenticity, language loss, political responsibility, and whether keeping the old name helps people endure or prevents them from inhabiting the present. Local Eschatians may call diaspora families distant, while host communities may continue treating them as foreign.

*Language:* Modern Elvish, Beccin, a regional dialect, or another migration-shaped household language.

*Suggested Heritage Expressions:* Crossroads Mediation, Routecraft, Oral History, Contract Literacy, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Sailor, Merchant, Caravan Specialist, Soldier, Refugee, Entertainer, Guild Artisan, or Urchin.

*Character questions:*

- Which name for home do you use with family, officials, and foreigners?
- What became more Eschatian in exile than it had been at home?
- Who thinks you left too easily, and who thinks you have not left enough?

*Optional flaws:* Tests other people’s authenticity; hoards news or objects from home; treats every departure as temporary.

*Public source:* [Players’ Guide to Rebels of Eschatia](https://www.hiraeth.wiki/books/rebels-of-eschatia/page/players-guide-to-rebels-of-eschatia).

## The Southern Thalassia

The following are **Thin-Lore Heritages**. Their ports and broad themes are established, but players should help define household customs, neighborhoods, and local disagreements with the GM.

### 21. Cavaross Freeport Folk

*Status:* Thin-Lore Heritage

You were raised in or around free Cavaross, a port whose identity is shaped by contested sovereignty, revolt, maritime trade, and the determination to remain more than an asset on another power’s map. Choosing this heritage grants no rebel, marine, pirate, or faction membership.

Cavaross values self-rule, practical trade, mutual defense, and refusal of imposed identity. Its difficult question is how far a community expecting siege or infiltration may go before security begins to resemble the power it resisted. Outsiders may turn Cavaross into a symbol; residents still have to live there.

*Language:* A Thalassian port language, Beccin, a Gilded language, or a mixed household language.

*Suggested Heritage Expressions:* Maritime Routine, Civic Procedure, Boundary Signs, Hospitality and Mutual Aid, or Settlement Read.

*Suggested backgrounds:* Sailor, Merchant, Fisher, Guard, Artisan, Urchin, Soldier, or Criminal.

*Character questions:*

- Who claims Cavaross, and whose claim did your neighborhood recognize?
- What public resource became a symbol because people fought to keep it shared?
- Which security measure feels too much like the power your home resisted?

*Optional flaws:* Equates compromise with surrender; demands loyalty before trust can grow; refuses help that might create political debt.

*Public source:* [Players Guide to Pirates of the Thalassia](https://www.hiraeth.wiki/books/players-guide-to-pirates-of-the-thalassia).

### 22. Gale’s Rest Windshore

*Status:* Thin-Lore Heritage

You were raised in Gale’s Rest or a similar wind-battered town where treacherous water and skilled seamanship shape public identity. You need not be a sailor. Windshore people live where weather forecasts, safe returns, memorials, shore work, and the judgment of those who know the water concern everyone.

The community values foresight, rescue, practical courage, and shared warning. Its reputation for hardiness can pressure residents into avoidable risk. Safer ports may romanticize Gale’s Rest as fearless; its people know fear is information and survival often belongs to the person willing to turn back.

*Language:* A Shallows dialect, a maritime trade language, or another household language.

*Suggested Heritage Expressions:* Weatherwise, Maritime Routine, Hospitality and Mutual Aid, Oral History, or Routecraft.

*Suggested backgrounds:* Fisher, Sailor, Artisan, Merchant, Folk Hero, Guard, Acolyte, or Outlander.

*Character questions:*

- Which warning sign does every local child learn?
- Which loss is remembered when the weather turns?
- What does your community do for the family of someone who does not return?

*Optional flaws:* Treats outsiders’ confidence as ignorance; cannot relax while weather remains uncertain; assumes responsibility for warnings others ignore.

*Public source:* [Players Guide to Pirates of the Thalassia](https://www.hiraeth.wiki/books/players-guide-to-pirates-of-the-thalassia).

### 23. Eastwatch Beaconfolk

*Status:* Thin-Lore Heritage

You were raised around Eastwatch, a strategic port known for a great lighthouse guiding ships through dangerous waters. Beaconfolk culture grows around watching, being watched, making passage legible, and living in a place whose safety function attracts distant powers.

Residents value precise observation, clear warning, reliability, and duty to travelers. Strategic importance can turn civic service into surveillance and reduce a community to infrastructure. Passing sailors may see Eastwatch only as a light or checkpoint; Beaconfolk insist it is a home first.

*Language:* A Thalassian port language, Beccin, a Gilded language, or a signal-port household language.

*Suggested Heritage Expressions:* Maritime Routine, Weatherwise, Public Protocol, Boundary Signs, or Routecraft.

*Suggested backgrounds:* Sailor, Guard, Soldier, Artisan, Merchant, Fisher, Sage, or Urchin.

*Character questions:*

- Which signal do you still notice before anyone else?
- When did guiding travelers conflict with an order to control them?
- What does your community do when the official watch fails?

*Optional flaws:* Cannot stop monitoring exits and strangers; equates unclear speech with concealment; accepts unwanted responsibility because someone must keep watch.

*Public source:* [Players Guide to Pirates of the Thalassia](https://www.hiraeth.wiki/books/players-guide-to-pirates-of-the-thalassia).

### 24. Pyrthian Academy-Port Household

*Status:* Thin-Lore Heritage

You were raised in Pyrthia or another Shallows community where a Gilded academy, navigation, magical instruction, and island life overlap. This does not grant school admission. It includes local households, landlords, suppliers, boat families, craftspeople, and critics whose home is continually described through an institution they may not belong to.

These communities value learning, exchange, navigation, and experiment while arguing over unequal access, foreign influence, and who receives credit for local knowledge. Other islanders may call Pyrthians sheltered; visitors may assume everyone is formally educated. Residents know the difference between living near an academy and being empowered by it.

*Language:* A local port language, a Gilded language, or another household language.

*Suggested Heritage Expressions:* Archive Etiquette, Maritime Routine, Crossroads Mediation, Technical Maintenance, or Guild and Market Signs.

*Suggested backgrounds:* Student, Sage, Artisan, Sailor, Merchant, Urchin, Fisher, or Guard.

*Character questions:*

- Which piece of local knowledge did the academy rename?
- Who lives beside the institution without being invited inside?
- Which school custom became town custom, and which do residents reject?

*Optional flaws:* Resents formal expertise even when useful; overstates local ownership of knowledge; judges people by whether they credit support work.

*Public source:* [Players Guide to Pirates of the Thalassia](https://www.hiraeth.wiki/books/players-guide-to-pirates-of-the-thalassia).

### 25. Star-Touched Shallows Diaspora

*Status:* Thin-Lore Heritage

You were raised among people socially or historically connected to the meteor storm and the emergence of the Southern Thalassia. “Star-touched” is a community identity, stigma, or reclaimed name—not a new ancestry or automatic magical trait.

These communities value survival, self-definition, guardianship of difficult history, and refusal of stigma. They may disagree over concealment, public pride, magical study, and whether dangerous remnants should be destroyed, shared, or kept. Outsiders may romanticize Star-Touched people as chosen, fear them as contaminated, or treat them as access points to wealth.

*Language:* A Shallows island language, a port language, or a diaspora household language.

*Suggested Heritage Expressions:* Oral History, Boundary Signs, Crossroads Mediation, Sacred Observance, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Hermit, Sage, Sailor, Acolyte, Artisan, Refugee, Entertainer, or Urchin.

*Character questions:*

- Is “star-touched” a name your family chose, reclaimed, tolerated, or rejected?
- What object or story do outsiders think they may inspect?
- What would respectful study of your people’s history require?

*Optional flaws:* Treats every researcher as exploiter; turns stigma into a test nobody can pass; protects a harmful remnant because surrender feels like erasure.

*Public source:* [Players Guide to Pirates of the Thalassia](https://www.hiraeth.wiki/books/players-guide-to-pirates-of-the-thalassia).

# 4.11 - Cynnyd, Ossuria, the Ravine, and Draconic Enclaves

## Cynnyd

### 26. Cynnyd Sky-City Household

*Status:* Working Heritage

You were raised in Cynnyd, the flying city-state centered on Twr yr Oesoedd and Athrofa. You may come from a school household, residential district, immigrant neighborhood, or maintenance community. This does not make you a student, mage, or servant of the Headmaster.

Cynnyd’s people value curiosity, adaptation, education, maintenance, and shared dependence. Residents treat what outsiders call impossible wonders as infrastructure that still needs rules, cleaning, repair, and evacuation plans. The city’s unique mobility creates both freedom and dependence on systems few citizens fully understand.

*Language:* Cynnyd civic speech, an immigrant or household language, or a language used in Athrofa’s wider civic life.

*Suggested Heritage Expressions:* Technical Maintenance, Routecraft, Archive Etiquette, Public Protocol, or Crossroads Mediation.

*Suggested backgrounds:* Student, Sage, Artisan, Laborer, Guard, Courtier, Urchin, Merchant, or Hermit.

*Character questions:*

- What ordinary routine keeps a flying city habitable?
- Which moving horizon do you still think of as home?
- Is Cynnyd a school with citizens, a nation with students, or something else?

*Optional flaws:* Treats dangerous magical instability as routine; sees grounded communities as narrow-minded; feels responsible for systems far beyond personal control.

*Public source:* [Earlier v4 world survey retained in this book](https://www.hiraeth.wiki/books/hiraeth-adventuring-guild-ancestry-system-v40).

## Ossurian Traditions

### 27. Ossurian New Guard Community

*Status:* Legacy Heritage

You were raised among Ossurians who define continuity through reform: modern offices, disciplined work systems, industrial adaptation, revised civic organization, and the belief that old vows must be made useful in the present. This is a cultural and political tradition available to any ancestry, not a kind of dwarf.

New Guard communities value reform, public usefulness, technical reliability, and visible competence. Their risk is treating novelty as justice and dismissing an inherited practice before learning whom it protects. Old Guard neighbors may call them impatient. New Guard people may see themselves as rescuing Ossuria from ceremonial paralysis.

*Language:* An Ossurian civic language, a work-community register, or another household language approved by the GM.

*Suggested Heritage Expressions:* Technical Maintenance, Civic Procedure, Contract Literacy, Boundary Signs, or Public Protocol.

*Suggested backgrounds:* Artisan, Guild Artisan, Soldier, Guard, Sage, Laborer, or Courtier.

*Character questions:*

- Which reform repaired an old injustice?
- Which custom was discarded before anyone understood its purpose?
- How does a new system earn trust?

*Optional flaws:* Treats custom as guilty until proven useful; believes discipline can solve disagreement; mistakes the newest standard for the fairest.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 28. Ossurian Old Guard Community

*Status:* Legacy Heritage

You were raised among Ossurians who understand society through ancestral oaths, clan records, grave care, inherited offices, durable craft, and obligations measured across generations. This does not grant clan rank, sacred office, or authority over another Ossurian.

Old Guard communities value accountable memory, continuity, work that outlasts its maker, and responsibility to the dead. The same system can preserve wisdom and privilege, leaving living people constrained by promises they never made. New Guard people may call them immovable. Old Guard households answer that change without records lets the powerful rewrite what happened.

*Language:* An Ossurian language, an older formal register, or another clan or household language approved by the GM.

*Suggested Heritage Expressions:* Oral History, Boundary Signs, Archive Etiquette, Public Protocol, or Technical Maintenance.

*Suggested backgrounds:* Artisan, Acolyte, Noble, Guard, Soldier, Sage, Guild Artisan, or Hermit.

*Character questions:*

- Which oath governs your household although nobody living chose it?
- What object must be named before it can be repaired?
- Who may reinterpret an old obligation?

*Optional flaws:* Preserves obligation after its purpose dies; trusts old records over living testimony; interprets reform as disrespect.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## The Ravine

### 29. Ravine Suspended-Town Folk

*Status:* Legacy Heritage

You were raised in a settlement suspended above or within the Ravine, among platforms, anchors, gondola routes, guest-right, public music, and communal festivals. Any ancestry may select this heritage. Gliding or flight must come from ancestry, lineage, equipment, class, or magic.

Suspended towns value daring, hospitality, shared maintenance, and competence that others can trust with their lives. Their celebration of courage can shame cautious people; communal dependence can become social control. Ground communities may see Ravine people as reckless or whimsical. Ravine residents may see ground assumptions about roads, space, and ownership as extravagant.

*Language:* A Ravine language, aerial trade language, or another household language approved by the GM.

*Suggested Heritage Expressions:* Routecraft, Weatherwise, Hospitality and Mutual Aid, Maritime Routine, or Technical Maintenance.

*Suggested backgrounds:* Artisan, Entertainer, Sailor, Merchant, Guard, Outlander, Laborer, or Folk Hero.

*Character questions:*

- Which shared anchor or route does your community treat as sacred in practice?
- Which warning did you learn before you could read?
- When does public daring become dangerous pressure?

*Optional flaws:* Treats fear of heights as weakness; interferes with others’ equipment in the name of safety; assumes hospitality creates authority.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 30. Ravine Grounded Diaspora

*Status:* Legacy Heritage with Open Local Detail

You were raised among Ravine-descended people living on stable ground. Your home may preserve route songs, light furnishings, shared repair, elevated gatherings, and guest customs whose original dangers are now distant. Some practices remain practical; others became symbols whose first purpose younger people may no longer know.

Grounded communities value adaptation, memory, chosen community, movement, and mutual aid. They debate whether life away from the Ravine is exile, liberation, dilution, or simply another Ravine way of living. Relatives above may see them as assimilated, while host communities may treat them as picturesque.

*Language:* A Ravine language, the host community’s language, or a mixed household language.

*Suggested Heritage Expressions:* Crossroads Mediation, Oral History, Hospitality and Mutual Aid, Settlement Read, or Routecraft.

*Suggested backgrounds:* Merchant, Artisan, Entertainer, Urchin, Guild Artisan, Sailor, Courtier, or Folk Hero.

*Character questions:*

- Which custom survived after its practical purpose disappeared?
- What do relatives above think your community forgot?
- Is return a goal, a threat, a ritual phrase, or irrelevant?

*Optional flaws:* Polices authenticity; mistakes stability for complacency; idealizes a home never personally known.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Draconic Enclaves

### 31. Draconic Stewardship Enclave

*Status:* Legacy Heritage

You were raised in a community organized around a dragon, ruin, old hoard, scale-lineage memory, kobold and Dragonborn kinship, or an inherited pact of protection. The dragon need not be benevolent, alive, present, or entitled to rule.

Stewardship enclaves value continuity, custodianship, precise obligation, and protection. Their “hoard” might be books, seeds, tools, names, oaths, or common wealth rather than coin. Stewardship becomes domination when keepers claim the community exists for the legacy rather than the legacy for the community.

*Language:* Draconic or the ordinary language of the enclave and its neighbors.

*Suggested Heritage Expressions:* Boundary Signs, Oral History, Contract Literacy, Public Protocol, or Archive Etiquette.

*Suggested backgrounds:* Sage, Guard, Artisan, Acolyte, Merchant, Noble, Hermit, or Treasure Hunter.

*Character questions:*

- What does your community call its hoard?
- Who may add to, remove from, or reinterpret it?
- What should happen if the dragon never returns?

*Optional flaws:* Treats possession as stewardship without consent; assumes outsiders covet everything; preserves danger because surrender feels like betrayal.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 32. Dragonfall and Liberation Enclave

*Status:* Legacy Heritage

You were raised in a community founded by resisting, expelling, surviving, or outliving draconic rule. Dragons remain central to local identity because your people refused to serve them. This may be a ruin town, watch community, liberated kobold settlement, or a people who reclaimed a hoard as public property.

Such communities value freedom, vigilance, common ownership, mutual defense, and refusal of inherited submission. Their danger is permanent emergency: leaders may justify present control by invoking a dragon that is dead, distant, or never returning. Stewardship enclaves may call them destroyers of memory; romantic outsiders may ignore the new hierarchies liberation created.

*Language:* Draconic or the language of the liberated community.

*Suggested Heritage Expressions:* Oral History, Boundary Signs, Civic Procedure, Hospitality and Mutual Aid, or Public Protocol.

*Suggested backgrounds:* Folk Hero, Soldier, Guard, Artisan, Sage, Criminal, Farmer, or Noble.

*Character questions:*

- What did your people reclaim, and who owns it now?
- Which liberation story is true but incomplete?
- Which old draconic practice survived because it was useful?

*Optional flaws:* Sees compromise as submission; exempts heroic ancestors from criticism; interprets secrecy or accumulation as the beginning of tyranny.

*Public source:* [Races, Lineages, & Ancestories v3.0](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

# 4.12 - Legacy Heritages: Airgid through Harold-Ford

The profiles on this page are **Legacy Heritages**. They preserve established seeds from earlier Hiraeth development without pretending every city, language, law, and custom is already settled. Choose one with the GM, retain its central themes, and use the character questions to define your particular household and community.

## Airgid

### 33. Airgid Silver-Islander

*Status:* Legacy Heritage

You were raised on Airgid, an island nation renowned for magical silver and ruled by a long imperial line. Island sovereignty, guarded trade, dynastic symbolism, and argument over who is entitled to speak for the silver shape the broad heritage.

Silver-Islanders may value stewardship, material expertise, continuity, and resistance to foreign extraction. Outsiders often imagine effortless wealth; residents may instead experience strategic vulnerability, restriction, and dependence on imports. Court supporters, workers, traders, and critics should never be treated as a single viewpoint.

*Language:* An Airgid court, port, trade, or household language approved by the GM.

*Suggested Heritage Expressions:* Contract Literacy, Public Protocol, Maritime Routine, Guild and Market Signs, or Boundary Signs.

*Suggested backgrounds:* Artisan, Merchant, Sailor, Noble, Guard, Laborer, or Courtier.

*Character questions:*

- What does your household believe Airgid silver belongs to?
- Which ordinary good is surprisingly scarce?
- What does the Iron Empress represent to your community?

*Optional flaws:* Treats foreign interest as attempted theft; measures trust through respect for property; defends the dynasty because instability seems worse.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Astrousia

### 34. Astrousian Coastal-Port Folk

*Status:* Legacy Heritage

You were raised in a merchant port or coastal community on Astrousia, the broad landmass associated with jungle valleys, sea trade, Nwt, and Darwishi. Astrousian identity is real, but it does not imply one government, one people, or one continental culture.

Port communities may value regional pride, adaptability, trade literacy, and resistance to foreign flattening. A person might identify first with a city, coast, river, or people and use “Astrousian” chiefly abroad. Fair-based outsiders may compress the continent into desert, jungle, dragon history, or exotic markets.

*Language:* An Astrousian regional, port, or household language approved by the GM.

*Suggested Heritage Expressions:* Maritime Routine, Crossroads Mediation, Guild and Market Signs, Routecraft, or Oral History.

*Suggested backgrounds:* Sailor, Merchant, Fisher, Artisan, Entertainer, Sage, Urchin, or Caravan Specialist.

*Character questions:*

- Which city, coast, or valley do you name before saying Astrousia?
- What seasonal arrival connected your home to the interior?
- Which outsider’s map combines peoples who would never call themselves one?

*Optional flaws:* Treats continental identity as a test; exaggerates local difference to resist flattening; assumes every Fair-based institution is imperial.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 35. Nwt Memory-Bearer

*Status:* Legacy Heritage

You were raised in Nwt or among communities carrying its history after the fall of dragon rule and Beccin intervention. This heritage concerns life after a ruler’s violent removal. It does not require draconic ancestry or agreement about whether the old queen was protector, monarch, tyrant, or several things at once.

Nwt communities value memory, sovereignty, survival, and the right to argue over continuity. Some may seek restoration; others accommodation, independence, reinvention, or departure. Foreign treasure-seekers may see ruins and abandoned wealth where residents see homes, graves, and unresolved ownership.

*Language:* An Nwt or Astrousian language, Draconic, Beccin, or another language approved by the GM.

*Suggested Heritage Expressions:* Oral History, Boundary Signs, Public Protocol, Archive Etiquette, or Crossroads Mediation.

*Suggested backgrounds:* Noble, Courtier, Sage, Guard, Soldier, Refugee, Artisan, or Hermit.

*Character questions:*

- Which truth about the old kingdom will your household not surrender?
- Which part of the former order should never be restored?
- What gives present authority legitimacy?

*Optional flaws:* Treats grief as political loyalty; cannot distinguish preservation from restoration; assumes every seeker of old artifacts intends desecration.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 36. Darwishi Jungle-Edge Cityfolk

*Status:* Thin-Lore Legacy Heritage

You were raised in Darwishi, a city-state at the edge of a great jungle. Its everyday culture remains open, but the city’s defining experience is clear: residents live at a meeting point between dense urban life, distant trade, and routes into an environment outsiders often describe as wilderness.

Darwishi people may value local route knowledge, independent city identity, environmental awareness, and hospitality with firm boundaries. Visitors may see the city only as a gateway to adventure. Residents know it as a destination where people work, raise families, manage water and heat, and absorb the risks created by other people’s expeditions.

*Language:* A Darwishi, Astrousian, trade, or household language approved by the GM.

*Suggested Heritage Expressions:* Settlement Read, Routecraft, Weatherwise, Guild and Market Signs, or Crossroads Mediation.

*Suggested backgrounds:* Merchant, Outlander, Artisan, Sage, Guard, Urchin, Sailor, or Guide.

*Character questions:*

- What does a visitor misunderstand when calling Darwishi “the edge”?
- Which route belongs to a community outsiders ignore?
- Who profits when danger beyond the city is exaggerated?

*Optional flaws:* Exploits visitors’ ignorance; dismisses inland peoples; refuses to admit where local knowledge ends.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Blū

### 37. Blū Civic Rationalist

*Status:* Legacy Heritage

You were raised in Blū, a democracy whose older civic identity centers science and hostility toward magical dependence. Choosing this heritage does not require anti-magic belief and does not grant technical proficiency. It means public debate about evidence, reason, self-reliance, and magic’s social legitimacy shaped ordinary life.

Blū ideals may include reproducibility, democratic legitimacy, technical competence, and skepticism. Its central contradiction is a society that praises inquiry while treating a major feature of reality as moral weakness. Magical Blū households, open critics, and people who redefine magic as a natural phenomenon complicate any simple picture.

*Language:* A Blū civic, technical, or household language approved by the GM.

*Suggested Heritage Expressions:* Technical Maintenance, Civic Procedure, Archive Etiquette, Public Protocol, or Contract Literacy.

*Suggested backgrounds:* Sage, Artisan, Guild Artisan, Courtier, Merchant, Soldier, Charlatan, or Hermit.

*Character questions:*

- What counts as evidence in your community?
- Which magical phenomenon did people refuse to investigate honestly?
- Did your household conceal magic, condemn it, study it, or redefine it?

*Optional flaws:* Treats unfamiliar methods as weakness; confuses consensus with proof; performs skepticism selectively.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Fearledell

### 38. Fearledell Lake-Court Folk

*Status:* Legacy Heritage

You were raised in Fearledell’s lake capital or a community shaped by its winter court, skating traditions, candlelit festivals, and memory of a dangerous fey incursion. This does not make you noble, magical, courtly, or loyal to the king.

Lake-Court people may value grace under danger, public celebration, winter competence, and collective survival memory. The beautiful royal version of that history can overlook hedge-witches, laborers, and ordinary households. Mountain and orchard communities may see the capital as dependent on their work while receiving most of the nation’s story.

*Language:* A Fearledell court, lake-city, or household language approved by the GM.

*Suggested Heritage Expressions:* Public Protocol, Seasoncraft, Weatherwise, Oral History, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Courtier, Entertainer, Noble, Artisan, Merchant, Guard, Acolyte, or Urchin.

*Character questions:*

- What does the Festival of Candlelight mean in your household?
- Who is omitted when the capital retells the old incursion?
- What winter skill is treated as evidence of character?

*Optional flaws:* Treats composure as more important than honesty; romanticizes survival into spectacle; judges people by ease with public tradition.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 39. Fearledell Orchard-Mountain Folk

*Status:* Legacy Heritage

You were raised in Fearledell’s rocky mountain country, where difficult farming produces orchards, vineyards, swineherds, cider, ale, grape wine, and fruit wine. Household preparation, careful use of cultivable land, and winter storage give local hospitality its meaning.

Orchard-Mountain people may value seasonal foresight, independence, pride in difficult cultivation, and mutual survival. They may resent a lake court that celebrates the national table while forgetting the valleys that fill it. Court markets and the single major port remain useful and resented dependencies.

*Language:* A Fearledell valley, mountain, border, or household language approved by the GM.

*Suggested Heritage Expressions:* Seasoncraft, Weatherwise, Hospitality and Mutual Aid, Routecraft, or Boundary Signs.

*Suggested backgrounds:* Farmer, Outlander, Artisan, Folk Hero, Merchant, Hermit, Acolyte, or Guard.

*Character questions:*

- Which crop or drink proves your home can make beauty from difficult land?
- What winter preparation is a moral duty?
- Which warning survives inside an ordinary farming custom?

*Optional flaws:* Judges imported comfort as weakness; uses hospitality to control guests; refuses to abandon failing land.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Goldwind

### 40. Goldwind Vermonbend Folk

*Status:* Legacy Heritage

You were raised in Vermonbend, a desert settlement shaped by an ancient fountain, elected memory, alchemical traditions, Beccin occupation, industrial development, and contested ownership of Goldwind. This does not grant membership in an alchemical house, a mine, or an Imperial office.

Residents value water stewardship, ingenuity, local self-rule, and the ability to survive dramatic political change. Industrial improvements may genuinely help people while binding the town more tightly to occupation. Free-ranging neighbors may call Vermonbend captured; its residents may resent outsiders who demand purity while benefiting from infrastructure locals need.

*Language:* A Goldwind local language, Beccin, an alchemical household register, or another migrant language approved by the GM.

*Suggested Heritage Expressions:* Civic Procedure, Technical Maintenance, Boundary Signs, Contract Literacy, or Settlement Read.

*Suggested backgrounds:* Artisan, Merchant, Guard, Criminal, Laborer, Sage, Courtier, or Entertainer.

*Character questions:*

- Who does your family believe owns the fountain?
- Which improvement would you keep if occupation ended?
- Which version of Vermonbend feels most real to you?

*Optional flaws:* Sees every improvement as attempted ownership; refuses to admit an enemy provided something useful; hides vulnerability behind spectacle.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 41. Goldwind Open-Range and Painted-Hill Folk

*Status:* Legacy Heritage with Open Local Detail

You were raised among Goldwind’s desert routes, remote water sites, ranches, caravans, painted hills, or mining camps. “Cowboys with wands” is a useful tone, not a complete culture. The deeper theme is a people arguing over whether Goldwind can be owned at all.

Open-Range communities value mobility, self-reliance, mutual warning, and hospitality shaped by scarce water. Freedom rhetoric can conceal obligations to settled, displaced, or laboring people. Outsiders may romanticize individualism, but survival depends on dense networks of route knowledge, wells, warnings, and reciprocal aid.

*Language:* A Goldwind route, ranch, mining, caravan, or household language approved by the GM.

*Suggested Heritage Expressions:* Routecraft, Weatherwise, Boundary Signs, Hospitality and Mutual Aid, or Seasoncraft.

*Suggested backgrounds:* Outlander, Farmer, Merchant, Guard, Criminal, Folk Hero, Artisan, or Hermit.

*Character questions:*

- Which water source can no deed legitimately own?
- What obligation follows a night’s shelter?
- What boundary does your household reject?

*Optional flaws:* Confuses lack of authority with lack of obligation; treats settled people as compromised; withholds route knowledge from those judged disrespectful.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Harold-Ford

### 42. Harold-Ford Parish and Market Folk

*Status:* Legacy Heritage

You were raised in a Harold-Ford parish, village, market town, or rural estate where kings, nobles, knights, clergy, seasonal observance, and relatively uncommon everyday arcane magic shape expectation. This grants no faith, title, feudal standing, or knightly allegiance.

Parish communities may value duty, personal honor, public charity, hospitality, and reciprocal protection. Their difficult question is whether a “good” hierarchy can answer people without a good patron, title, parish standing, or winter shelter. Outsiders may romanticize Harold-Ford as uncomplicated chivalry. Residents know honor and religion can protect or pressure the vulnerable.

*Language:* A Harold-Ford parish, regional, court, or household language approved by the GM.

*Suggested Heritage Expressions:* Hospitality and Mutual Aid, Sacred Observance, Public Protocol, Seasoncraft, or Settlement Read.

*Suggested backgrounds:* Farmer, Acolyte, Folk Hero, Artisan, Merchant, Noble, Guard, or Soldier.

*Character questions:*

- What does a good ruler owe a household without a patron?
- Which observance reveals who receives care?
- Whose honor matters more than formal rank?

*Optional flaws:* Trusts honorable presentation too readily; treats assistance as a claim to loyalty; distrusts people without patrons.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 43. Harold-Ford Court-Road Folk

*Status:* Thin-Lore Legacy Heritage

You were raised along the roads connecting Harold-Ford’s courts, temples, nobles, borders, and markets. Your people may host messengers, pilgrims, seasonal workers, soldiers, or people seeking aid in winter. You know hierarchy as traffic: status arrives, consumes resources, spreads news, and moves onward.

Court-Road Folk value safe passage, practical hospitality, discernment, and skepticism toward display. Their communities benefit from elite travel while carrying the costs of requisition and danger. Court residents may see them as service stops; road communities know how power behaves once ceremony is out of sight.

*Language:* A Harold-Ford regional or court language, a border language, or another household language approved by the GM.

*Suggested Heritage Expressions:* Routecraft, Public Protocol, Hospitality and Mutual Aid, Weatherwise, or Oral History.

*Suggested backgrounds:* Merchant, Teamster, Guard, Soldier, Courtier, Farmer, Acolyte, or Urchin.

*Character questions:*

- Which title receives more hospitality than it deserves?
- What road duty does your community perform without recognition?
- Who arrived in winter and never truly left?

*Optional flaws:* Assumes every visitor conceals rank; makes hospitality a test; overvalues court news.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

# 4.13 - Legacy Heritages: Iron Mountains through Southern Fair

These profiles continue the **Legacy Heritage** catalog. A legacy label is an invitation to collaborate, not a warning that the option is lesser. Its broad identity is available for a character; its unmapped towns, customs, languages, and present politics remain open for the table to define.

## The Iron Bash and Iron Mountains

### 44. Iron Bash Garrison-State Folk

*Status:* Legacy Heritage

You were raised within the rapidly expanding Iron Bash, the disciplined state named for the warlord who unified it. You may come from its capital, the Garrison, or a settlement fully integrated into its regulated military economy. This heritage makes you neither hobgoblin nor soldier and does not require loyalty.

Garrison-State communities may value order, logistics, collective endurance, and public discipline. The state uses those virtues to normalize expansion, confiscation, and the conversion of civilian life into supply. Foreign leaders fear the Bash’s growth; outsiders may assume every resident supports it. Civilians may distinguish pride in community competence from support for conquest.

*Language:* A Bash civic or military language, Goblin, or another household language approved by the GM.

*Suggested Heritage Expressions:* Public Protocol, Technical Maintenance, Civic Procedure, Boundary Signs, or Contract Literacy.

*Suggested backgrounds:* Soldier, Guard, Artisan, Laborer, Merchant, Courtier, Criminal, or Farmer.

*Character questions:*

- Which disciplined public custom would you preserve without the war state?
- Which temporary requisition became permanent?
- What civilian tradition survives beneath official standardization?

*Optional flaws:* Mistakes obedience for solidarity; sees disorder as an existential threat; continues enforcing rules after their legitimacy fails.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 45. Iron Mountains Mine-Settlement Folk

*Status:* Legacy Heritage with Unsettled Political Context

You were raised in an Iron Mountains mining settlement, dwarf clan community, company town, or mixed mountain settlement shaped by ore, structural danger, and disputes over whether the region belongs to residents, workers, clans, states, or extraction interests. Its exact relationship to the Iron Bash remains open.

Mine-Settlement people may value structural responsibility, mutual rescue, material knowledge, local claims, and memory of labor. Those solidarities can be divided by clan, ancestry, employer, military control, and unequal access to safe work. Buyers see ore; governments see strategic resources; mountain communities see generations of risk no ingot fully records.

*Language:* Dwarvish, Goblin, a mining-community language, or another household language approved by the GM.

*Suggested Heritage Expressions:* Technical Maintenance, Boundary Signs, Guild and Market Signs, Hospitality and Mutual Aid, or Oral History.

*Suggested backgrounds:* Miner, Laborer, Artisan, Guild Artisan, Guard, Merchant, Soldier, Folk Hero, or Hermit.

*Character questions:*

- Who owns a tunnel made safe by generations of communal work?
- Which accident changed a rule everyone now treats as ancient?
- Is the Iron Bash ruler, neighbor, occupier, trading partner, or unresolved question?

*Optional flaws:* Treats outsiders as incapable of judging mountain risk; shields local wrongdoing from scrutiny; measures legitimacy solely through labor.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## The Half Heights

### 46. Half Heights Alcove-Clan Folk

*Status:* Legacy Heritage

You were raised in one of the clans inhabiting alcoves along Trincea Alta, the great canyon of the Half Heights. Your heritage predates or remains partly independent from the confederation that later travel made possible. Any ancestry adopted into such a clan may select it.

Alcove communities value autonomy, guest-right, vertical safety, inherited route knowledge, and fierce practical care for limited space. Isolation protects distinctive customs but can preserve feuds. Platform communities may call the clans stubborn; outsiders may romanticize canyon life or reduce a complex halfling nation to size and food.

*Language:* A canyon-clan language, Halfling, or another household language approved by the GM.

*Suggested Heritage Expressions:* Routecraft, Weatherwise, Hospitality and Mutual Aid, Boundary Signs, or Oral History.

*Suggested backgrounds:* Outlander, Artisan, Farmer, Merchant, Guard, Folk Hero, or Hermit.

*Character questions:*

- What must a guest contribute when space itself is precious?
- Which inherited feud began as a real safety problem?
- What does the Floating Council misunderstand about your clan?

*Optional flaws:* Uses autonomy to ignore shared consequences; treats inherited grudges as objective safety knowledge; sees coordination as attempted domination.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 47. Half Heights Floating-Corridor Folk

*Status:* Legacy Heritage

You were raised among the glideship routes, trade platforms, and communities formed when regular travel connected once-isolated clans and enabled the Floating Council to meet. You need not be a pilot, Windseeker, trader, or council affiliate.

Floating-Corridor people value connection, exchange, negotiated coordination, mobility, and shared maintenance. Their communities can also flatten local distinctions and concentrate trade influence. Alcove clans may call them rootless or council-serving. Corridor Folk often identify with several clans and with the routes between them.

*Language:* A canyon trade language, one clan language, or Halfling.

*Suggested Heritage Expressions:* Maritime Routine, Routecraft, Crossroads Mediation, Guild and Market Signs, or Weatherwise.

*Suggested backgrounds:* Sailor, Merchant, Artisan, Courtier, Guard, Entertainer, or Urchin.

*Character questions:*

- Which clan custom became easier—and less meaningful—once travel became regular?
- What does every passenger owe a glideship community?
- Which route feels more like home than either endpoint?

*Optional flaws:* Treats mobility as proof of sophistication; assumes trade can mediate every dispute; undervalues customs that do not travel well.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Relèv

### 48. Relèv Nablow Industrial-City Folk

*Status:* Legacy Heritage

You were raised in Nablow, capital of an island nation once known for neutrality and open trade but increasingly reshaped by mining, transport, refining, magical coal, weapons, monopoly, and royal corruption. This heritage grants no company or court membership.

Nablow communities value technical ambition, port adaptability, island sovereignty, and memories of freer exchange. They may depend on the same monopolies they blame for closing opportunity. Outer islanders may see the capital as bought; foreigners may see only an industrial boomtown. Residents experience the neighborhood cost of decisions announced as national prosperity.

*Language:* A Relèv civic, dock, industrial-district, court, or household language approved by the GM.

*Suggested Heritage Expressions:* Contract Literacy, Technical Maintenance, Guild and Market Signs, Civic Procedure, or Settlement Read.

*Suggested backgrounds:* Laborer, Artisan, Merchant, Sailor, Courtier, Criminal, Guard, or Noble.

*Character questions:*

- Which necessity became impossible to obtain without owing someone powerful?
- What industrial change genuinely improved your neighborhood?
- Which part of old neutral Nablow survives?

*Optional flaws:* Treats every relationship as hidden employment; excuses danger as national survival; assumes independence is merely invisible ownership.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 49. Relèv Outer-Island Folk

*Status:* Legacy Heritage with Open Local Detail

You were raised on a smaller island, in a rural district, marsh community, cliff settlement, or independent port beyond Nablow’s immediate dominance. Older Relèv identity emphasized neutrality, refuge, and free trade; outer communities now live amid monopoly, restricted shipbuilding, resource claims, piracy, and militarized suppression.

Outer-Island people may value independence, maritime competence, refuge, mutual aid, and memory of open routes. They disagree over smuggling, piracy, royal loyalty, and company work. Nablow may call them peripheral or unruly. Pirates and industrial interests may each treat their homes as natural bases for someone else’s plans.

*Language:* A Relèv island, maritime, trade, refugee-household, or other local language approved by the GM.

*Suggested Heritage Expressions:* Maritime Routine, Hospitality and Mutual Aid, Weatherwise, Boundary Signs, or Routecraft.

*Suggested backgrounds:* Fisher, Sailor, Farmer, Outlander, Merchant, Smuggler, Artisan, or Folk Hero.

*Character questions:*

- What did neutrality mean in your home?
- Which route became dangerous only after someone claimed to secure it?
- What kind of stranger would your community still shelter?

*Optional flaws:* Treats all regulation as monopoly; protects local smugglers from deserved scrutiny; refuses mainland help even when isolation is being exploited.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## RossWin and Farnears

### 50. RossWin Cooperative-City Folk

*Status:* Legacy Heritage

You were raised in one of RossWin’s city-states or farmer cooperatives, within a federation remembered for early democracy and excellent grain. Your culture centers civic participation and the difficult work of coordinating urban communities with the people who produce their food.

RossWin people may value democracy, food security, cooperative labor, and accountable exchange. City-states and farms can still disagree over prices, taxes, infrastructure, and representation. Farnears remembers RossWin through rebellion. Other nations may praise democratic language while finding decentralized negotiation frustrating.

*Language:* A RossWin city-state, cooperative, coastal, or household language approved by the GM.

*Suggested Heritage Expressions:* Civic Procedure, Seasoncraft, Contract Literacy, Guild and Market Signs, or Oral History.

*Suggested backgrounds:* Farmer, Merchant, Courtier, Sailor, Artisan, Guild Artisan, Guard, or Folk Hero.

*Character questions:*

- Who is “the public” when city and countryside disagree?
- Which rule protects farmers from a powerful buyer?
- What does RossWin’s democratic pride conceal?

*Optional flaws:* Assumes a vote makes an outcome just; turns private decisions into committee business; treats food producers as morally purer than city residents.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 51. Farnears Freehold Folk

*Status:* Legacy Heritage with Unsettled Political Context

You were raised among Farnears farmers, freeholds, and loosely coordinated communities in Fair’s breadbasket. Farnears is remembered for rebellion against taxation and resistance to central rule. Older material also contains competing political descriptions, so your table should decide whether they represent different eras or regions.

Freehold people may value local authority, land competence, household autonomy, and mutual harvest work. Fragmentation also weakens collective bargaining and emergency response. Importing states may resent negotiating locally; Farnears communities may see central coordination as the first step toward someone else promising their harvest.

*Language:* A Farnears farm, port, local, or household language approved by the GM.

*Suggested Heritage Expressions:* Seasoncraft, Hospitality and Mutual Aid, Contract Literacy, Boundary Signs, or Civic Procedure.

*Suggested backgrounds:* Farmer, Folk Hero, Merchant, Guard, Outlander, Artisan, Noble, or Courtier.

*Character questions:*

- Who may promise your community’s harvest?
- Which agreement taught your household to distrust distant authority?
- What problem can no freehold solve alone?

*Optional flaws:* Treats coordination as surrender; rejects fair agreements because authority proposed them; places household autonomy above preventable regional harm.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

## Southern Fair

### 52. Southern Fair Coast-Republic Folk

*Status:* Legacy Heritage

You were raised along the strategic southern coast of Fair in a polity described as both province and republic, formed to present a united front against Beccin power. Its communities share a coastline they must defend despite potentially having little else in common.

Coast-Republic people may value strategic solidarity, local sovereignty, maritime livelihood, and resistance to external domination. Their challenge is preventing necessity from becoming automatic consent. Foreign powers may see a rival or useful buffer. Residents may resent being defined solely by what their coast prevents rather than what its people create.

*Language:* A Southern Fair coastal, republican, port, or household language approved by the GM.

*Suggested Heritage Expressions:* Civic Procedure, Maritime Routine, Public Protocol, Routecraft, or Guild and Market Signs.

*Suggested backgrounds:* Sailor, Merchant, Courtier, Guard, Soldier, Fisher, Artisan, or Folk Hero.

*Character questions:*

- What must the coast defend together?
- Which local decision should central government never control?
- What does your home celebrate that has nothing to do with opposing Beccin?

*Optional flaws:* Defines identity chiefly through an enemy; treats strategic necessity as consent; assumes coastal communities agree more than they do.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

### 53. Southern Fair Outer-Island Folk

*Status:* Thin-Lore Legacy Heritage

You were raised on an island or offshore community where fishing, storms, salvage, sunken ships, and the republic’s strategic claims meet local life. The islands are established; their particular names and societies remain open for your table to develop.

Outer-Island people may value maritime memory, rescue duty, local autonomy, and practical salvage. They argue over who owns what the sea returns and whether the mainland protects, taxes, represents, or remembers them only when foreign fleets appear. Treasure-seekers see opportunity where islanders may see a grave.

*Language:* A Southern Fair island, maritime, port, or household language approved by the GM.

*Suggested Heritage Expressions:* Maritime Routine, Weatherwise, Oral History, Boundary Signs, or Hospitality and Mutual Aid.

*Suggested backgrounds:* Fisher, Sailor, Outlander, Artisan, Merchant, Smuggler, Guard, or Hermit.

*Character questions:*

- Which wreck is treated as a grave rather than salvage?
- When does the mainland remember your island?
- Which rescue duty overrides politics?

*Optional flaws:* Treats all recovered property as local; resents mainland coordination even when useful; protects dangerous route knowledge as family inheritance.

*Public source:* [V3 ancestry and world legacy material](https://www.hiraeth.wiki/books/races-lineages-ancestories-v30-oh-my).

# 5 - Using D&D Backgrounds

How v4.0 works with the campaign's native D&amp;D 5e and existing Hiraeth backgrounds.

# 5.1 - Background Rules

Background answers what your character did before adventuring. **V4.0 does not create or replace backgrounds.** Use the background rules already selected for the campaign.

## Choose One Native Background System

| Campaign Rules | What You Gain |
| --- | --- |
| 2014-style D&D 5e | The background's listed skills, tools or languages, equipment, and narrative feature. Use the campaign's normal ability-score generation. |
| 2024-style D&D 5e | The background's listed ability-score options, Origin feat, skills, tool, and equipment. |
| Existing Hiraeth background | Exactly the benefits on that background's live BookStack page, interpreted through the campaign's selected edition. |
| Campaign custom background | The benefits allowed by the campaign's normal background-building rule. |

## No Double-Dipping

- Do not take both a 2014 background feature and a 2024 Origin feat unless the campaign gives both to every character.
- Do not take ability-score increases from v4.0; it grants none.
- Do not take a second set of skills, tools, languages, or equipment from this chapter.
- Heritage and Ancestral Details remain separate because they grant narrow language, story access, or physical expression—not another profession package.

## Ability Scores

Your ability-score increases come from whichever character-creation method the campaign uses. If a 2014-style background does not assign ability scores, that does not cause v4.0 to assign them. Use the same rule used by every other character in that campaign.

## Customizing a Background

If the campaign permits custom backgrounds, follow that edition's or campaign's native customization procedure. Heritage can inspire the background's story, but never supplies extra mechanical selections.

# 5.2 - Background Catalog

This book intentionally does not duplicate a background catalog.

## Hiraeth Backgrounds

Use the existing live chapter:

[Hiraeth's Heritages and Feats — Backgrounds](https://www.hiraeth.wiki/books/hiraeths-heritages-and-feats/chapter/backgrounds)

That chapter already contains general and setting-specific backgrounds. Examples include ordinary professions and stations alongside Hiraeth-specific choices such as Auroran Refugee, Mooncrest Acolyte, Northern Minstrel, Port Native, Reindeer Herder, Rune Carver, Ship's Surgeon, and Winter Druid of Frostmaple Grove.

The examples above are not a replacement list. Consult the live chapter for the current complete catalog and exact mechanics.

## Official D&D Backgrounds

Official backgrounds remain available when the campaign permits their source. Use the version matching the campaign's rules. Do not silently combine a similarly named 2014 and 2024 background.

## Connecting Heritage and Background

Heritage describes the regional people and community that raised you. Background describes what you did. They can reinforce each other or contrast deliberately:

- A Casgate Domefolk Courtier understands northern climate boundaries and formal politics.
- A Blū Factory-District Acolyte was raised around industry but served a religious institution.
- A Ravine Chasmfolk Sailor may have worked aboard flying gondolas rather than sea vessels.
- An Ossurian Old Guard Criminal may know ancestral forms while living outside their law.

When a background feature mentions an organization, settlement, vessel, or profession, reskin its presentation for Hiraeth without expanding its mechanical scope.

# 6 - Universal Ancestral Traits and Talents

Ancestry-neutral level-1 Traits and later Talent choices available at each ancestry milestone.

# 6.1 - Using Universal Traits and Talents

At level 1, you can choose an eligible Universal Ancestral Trait instead of a Trait from your ancestry or versatile lineage. At levels 5, 10, 15, and 20, you can make the same exchange for a Universal Ancestral Talent.

Universal Traits and Talents serve three purposes:

- Support mixed-ancestry concepts without forcing an ill-fitting inherited power.
- Supply practical movement, training, or resistance that any adventurer might develop.
- Ensure every milestone has a valid choice even when a campaign restricts a specific ancestry talent.

You cannot choose an option twice unless it says otherwise. If an option grants a proficiency you already possess, choose another proficiency of the same kind.

Universal options are not Heritage. Describe how the Trait or Talent manifests through physiology, supernatural inheritance, personal adaptation, or a combination of those influences.

# 6.2 - Universal Trait and Talent Catalog

Universal Traits and Talents are available to every character using v4.0. Choose one instead of an option from your ancestry or versatile lineage at the normal milestone.

## Level 1 Ancestral Traits

| Trait | Rule |
| --- | --- |
| Additional Training | Gain one skill or tool proficiency and one language. |
| Keen Observer | Gain proficiency in Perception or Investigation. Once per long rest, add 1d4 to one check with the chosen skill after rolling. |
| Sure-Footed | Once per long rest when you would fall prone, use your reaction to remain standing. |
| Traveler's Endurance | You can travel for one additional hour before making checks against a forced march. |

## Level 5 Ancestral Talents

| Talent | Rule |
| --- | --- |
| Damage Adaptation | Choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder after a long rest. Once before your next long rest when you take that damage, reduce it by twice your proficiency bonus. |
| Quick Recovery | Once per long rest when you spend Hit Dice during a short rest, reroll one Hit Die and use the new result. |
| Team Signal | Once per long rest, as a bonus action, one ally within 30 feet gains advantage on its next Perception or Insight check before your next turn. |

## Level 10 Ancestral Talents

| Talent | Rule |
| --- | --- |
| Athletic Adaptation | Gain a climb or swim Speed equal to half your walking Speed. |
| Guarded Mind | Once per long rest when you fail a saving throw against being charmed or frightened, reroll it. |
| Unfailing Tool | Gain expertise with one tool. A natural 1 on an ability check using that tool is treated as a 2. |

## Level 15 Ancestral Talents

| Talent | Rule |
| --- | --- |
| Shared Recovery | When you finish a short rest, choose one creature who rested with you. It gains temporary Hit Points equal to your proficiency bonus. |
| Uncanny Warning | Once per long rest when you or an ally within 30 feet rolls initiative, add your proficiency bonus to that roll. |
| Versatile Movement | Requires a climb or swim Speed granted by an ancestry or ancestry talent. That Speed becomes equal to your walking Speed. |

## Level 20 Ancestral Talents

| Talent | Rule |
| --- | --- |
| Ancestral Refusal | Once per long rest when you fail a death saving throw, treat it as a success. |
| Perfected Training | Choose one skill proficiency gained from ancestry or background. Gain expertise with it. |
| Rallying Return | Once per long rest when you regain Hit Points from 0, allies of your choice within 10 feet gain temporary Hit Points equal to your proficiency bonus. |

# 7 - Optional Flaws

Optional universal, ancestry-, lineage-, and heritage-associated story pressures that never purchase power.

# 7.1 - Using Optional Flaws

V4.0 does not require a flaw and does not exchange flaws for permanent mechanical power.

## Choosing a Flaw

You may choose one Flaw at character creation. A second Flaw requires GM approval. Write one sentence explaining how it appears in play and one boundary describing what it will not force the character to do.

## Associations, Not Restrictions

**Universal Flaws** can fit any character. **Ancestry-Associated Flaws** may reflect a body's logistics or social visibility. **Lineage-Associated Flaws** may reflect an adaptation or supernatural manifestation. **Heritage-Associated Flaws** may reflect learned expectations, local obligations, diaspora tensions, or disputed history.

These labels are prompts, never prerequisites. Anybody may choose an appropriate Flaw from any category, and nobody must take one because of their ancestry, lineage, or heritage.

## Inspiration

When a Flaw materially makes a scene harder, the GM can award Heroic Inspiration. This can happen no more than once per session from v4.0 Flaws.

The player can propose that a Flaw applies, but the GM decides whether the situation was consequential enough for Inspiration.

## Safety

A Flaw is not permission to remove control of a character, introduce unwanted prejudice, or impose surprise body horror, addiction, romance, or trauma. Revise or replace a Flaw when it stops being enjoyable.

## Mechanical Drawbacks

If a group wants a constant numerical drawback, create it separately and do not grant bonus ancestry talents in exchange. Numerical drawbacks require unanimous table consent because their impact varies sharply by class and campaign.

## Changing a Flaw

A Flaw can change after a major life event, reconciliation, transformation, or downtime retraining. The change should preserve the amount of narrative pressure rather than punish character growth.

# 7.2 - Flaw Catalog

A Flaw matters only when it creates a real decision, cost, exposure, or relationship problem. It never removes player agency or forces harmful behavior without the player's agreement. The older term **complication** remains a compatibility synonym.

| Flaw | Story pressure |
| --- | --- |
| Visible Tell | You have a difficult-to-conceal habit, mark, aura, or physical response when you lie or feel threatened. |
| Old Obligation | A family, institution, oath, creditor, or community can reasonably call on you for difficult service. |
| Environmental Unease | Choose open sky, deep water, enclosed spaces, heights, crowds, or magical darkness. Exposure can cause hesitation, withdrawal, or a risky coping behavior. |
| Ritual Dependence | A daily personal ritual is important to your equilibrium. Missing it makes you irritable, distracted, or visibly unsettled until you can perform it. |
| Marked by Power | A supernatural sign becomes visible when you use ancestry magic, making secrecy or mistaken identity harder. |
| Inherited Rivalry | A faction, family, creature type, or institution associates your lineage with an old conflict. |
| Fragile Reputation | Your community expects a standard you cannot always meet; public failure has consequences for trust and status. |
| Hoarding Instinct | Choose knowledge, favors, food, trophies, coin, tools, or stories. Giving up a meaningful example is emotionally difficult. |
| Restless Curiosity | Forbidden, sealed, or unexplained things tempt you to investigate even when caution would be wiser. |
| Protective Reflex | You struggle to ignore a vulnerable person in immediate danger, even when intervention complicates the plan. |
| Prideful Challenge | You find it difficult to leave a direct public challenge unanswered without explaining why. |
| Supernatural Appetite | A harmless but unusual substance, sensation, or environment periodically draws you and can expose your nature. |
| Unwelcome Dreams | Prophetic, ancestral, or traumatic dreams sometimes reveal fears, fragments, or misleading symbols. |
| Outsider's Blind Spot | Choose one Heritage other than your own. You frequently misread one category of its etiquette until corrected. |
| Body at Odds | A mixed or transformed body requires unusual clothing, medicine, food, or accommodations that are not always available. |
| Name-Bound | A true name, inherited title, or oath-name carries emotional or supernatural importance and can be used to pressure you. |

# 8 - Reference and Playtest

Quick-reference tables, design benchmarks, and feedback guidance.

# 8.1 - Quick Reference

## Character Creation

| Step | Choice | Mechanical Result |
| --- | --- | --- |
| 1 | Ancestry | Chassis: size, Speed, senses, inherited traits |
| 2 | Lineage | One physical or supernatural sub-race expression |
| 3 | Heritage | One regional people; one language or dialect and two Heritage Expressions |
| 4 | Native D&D background | Exactly the benefits granted by the campaign's selected background system |
| 5 | Ancestral Detail and Trait | One narrow physical ribbon and one ancestry, versatile-lineage, or universal level-1 Trait |
| 6 | Flaw | Optional story pressure; no permanent power |

## Quick and Custom Routes

A lineage's Quick Package recommends its Ancestral Detail and level-1 Trait. Take both for a ready-to-play build or replace either with an eligible option. Quick Packages never grant extra features.

## Trait and Talent Advancement

Gain one Ancestral Trait at level 1 and one Ancestral Talent at levels 5, 10, 15, and 20.

Each later Talent is a discovery, awakening, mastery, or revelation. The level-20 option is the apex expression of that ancestry path.

## Ability Scores

V4.0 grants no ability-score increases. Use the campaign's normal character-creation and background rules. A 2024-style background may grant ability-score options; a 2014-style background normally does not.

## Common Formulas

**Ancestry Save DC:** `8 + proficiency bonus + named ability modifier`

**Once per long rest:** One use, all uses return after a long rest.

**Proficiency-bonus uses per long rest:** Uses equal proficiency bonus, all uses return after a long rest.

## Versatile Lineage

Aasimar, Tiefling, and Mixed Lineage replace the lineage of a base ancestry. They do not replace or duplicate the ancestry chassis.

# 8.2 - Playtest Checklist

Record feedback at levels 1, 5, 10, 15, and 20 when possible.

## Character Record

- Base ancestry and lineage.
- Ancestral Detail.
- Versatile or Mixed Lineage, if any.
- Heritage and background.
- Ancestral Trait and later talents.
- Class, subclass, and level.
- Expected party role.

## During Play

- Which ancestry feature changed an outcome?
- Did the Ancestral Detail supply useful identity without behaving like another skill proficiency?
- Which feature was forgotten or never useful?
- Which choice felt compulsory?
- Which resource required confusing tracking?
- Did an ancestry feature outperform a class feature?
- Did exceptional sight remove the need for ordinary illumination?
- Did a glide, leap, or flight feature make terrain irrelevant more often than intended?
- Did Heritage remain distinct from both inherited Lineage and professional Background?
- Did a Flaw create an interesting decision without removing agency?

## Quantitative Checks

- Damage added per round and per long rest.
- Damage prevented or healed per long rest.
- Number of rerolls or automatic successes.
- Flight, teleportation, and special movement uptime.
- Resistance frequency.
- Temporary Hit Point frequency.
- Number of extra skill, tool, and language proficiencies.

## Red Flags

- Repeated bonuses to every attack or save for a full combat.
- A short-rest resource usable proficiency-bonus times.
- Sustained flight without an iconic body and a substantial Talent investment.
- A lineage that is strictly better than every alternative.
- A drawback that is actually a reliable benefit.
- A later talent that duplicates a defining class feature.

# 8.3 - Version Notes and Open Questions

## V4.0 Structural Changes

- Replaced open Ancestry Point purchasing with bounded Ancestry, Lineage, Ancestral Detail, and Trait choices.
- Removed ancestry-based ability-score increases.
- Removed the draft v4.0 background catalog; use native D&D 5e and existing Hiraeth backgrounds.
- Renamed the physical sub-race layer **Lineage** and the learned regional-people layer **Heritage**.
- Preserved all sixty base physical Lineages, all five Aasimar and fifteen Tiefling expressions, and the general Mixed Lineage procedure.
- Rebuilt the former knack layer as forty-five inherited **Ancestral Details** rather than learned occupational or cultural habits.
- Added a Quick Package to every base and versatile Lineage expression. Quick Packages use the normal Detail and Trait slots and grant no extra power.
- Renamed level-1 ancestry talents **Ancestral Traits** while retaining later Ancestral Talents at levels 5, 10, 15, and 20.
- Expanded Heritage to sixty-six profiles: thirteen deeply developed Icebeach Heritages and fifty-three profiles spanning the rest of Hiraeth.
- Expanded the learned-expression catalog from sixteen Cultural Practices to thirty-six Heritage Expressions and lets each character choose two.
- Removed companies, religions, and factions as origin choices. They can shape local context but membership belongs to Background or campaign history.
- Kept the campaign's native D&D 5e or Hiraeth Background system instead of recreating it.
- Reframed universal, ancestry-, lineage-, and heritage-associated story pressures as optional Flaws that never purchase power.
- Retained clear Published, Working, Legacy, Thin-Lore, and Restricted status labels so expansion does not silently harden uncertain lore into canon.
- Removed the prior restricted psionic option from the v4.0 Ancestry, Mixed Lineage, Trait, Detail, and Flaw catalogs.
- Restored level 1/5/10/15/20 Talent timing so level 20 carries an apex ancestry revelation.
- Limited short-rest ancestry resources to narrow signature techniques with one tracked use.
- Restricted holistic Low-Light Vision to Felis, replaced Drow Darkvision with Thermal Sight, and gave Dwarves a stone-contact vibration sense.
- Restored Moon Elf physical wings and staged true flight through explicit Talent investment.
- Preserved winged Aasimar and Tiefling concepts through a glide, sustained-flight, and level-20 mastery path rather than free early flight.
- Recast Dragonborn and Aerimpi aerial Talents as leaps and glides rather than generic Fly Speeds.
- Added a complete Dragonborn Breath Weapon rule to accompany its variant matrix.

## Deliberate Playtest Questions

1. Should later ancestry talents remain free progression or replace another character resource?
2. Are the glide, level-10 sustained flight, and level-20 mastered-flight gates restrictive enough?
3. Are two Heritage Expressions rich enough without becoming another numerical skill layer?
4. Do Ancestral Details create meaningful physical identity without feeling like another mandatory subsystem?
5. Do Aasimar and Tiefling work better as Versatile Lineages than standalone Ancestries in Hiraeth?
6. Does Mixed Lineage preserve identity without making one secondary Ancestry mechanically compulsory?
7. Do Felis Low-Light Vision, Drow Thermal Sight, and Dwarf Stonepulse create useful distinctions without solving darkness automatically?
8. Which Heritage profiles need a named language before the next setting-wide language pass?
9. Which Legacy Heritages are ready to promote into Published or Campaign-Working profiles?
10. Which physical Lineage Gifts still contain learned skills that should move into Heritage or Background during the balance pass?

## Status

This book is a reviewable playtest. No rule in it becomes campaign law merely because it has been published to BookStack.