Advanced Search
Search Results
48 total results found
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 ances...
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 ...
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-L...
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 settle...
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 ma...
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 t...
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. Re...
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 id...
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, celebratio...
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, r...
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 conne...
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 Heritag...
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 Firm...
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 ru...
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 no...
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 ...
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 Prim...
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 le...