Step 1: Select a Heritage

Your Heritage marks where you come from and what shaped you.

It reflects your upbringing, your environment, and the quiet knowledge carried from that place. Heritage is not formal training. It is familiarity, habit, memory, and lived experience.

Ability Increases

Each Heritage lists three Abilities commonly shaped by that way of life.

Choose two different Abilities from your Heritage and increase each by one step.

An Ability cannot be increased above d12.

Heritage Boon

When your Heritage clearly applies, you may gain a Boon.

This represents what you know without being taught.

Heritage may apply when the situation involves:

  • terrain you know

  • customs you understand

  • work common to your people

  • dangers your people endure

  • tools, habits, or conditions familiar to your upbringing

Heritage does not grant mastery. It grants an edge when the fiction supports it.

The Referee decides when Heritage grants its Boon.


Heritages

Heritage

Common Regions

Choose Two

Description

Mountainfolk

High ranges, cliff settlements, stone keeps

STR, CON, LOR

Hardy and enduring; shaped by cold, height, thin air, stone, and steep paths.

Nomad

Open plains, frontier trails, drylands

CON, LOR, PRE

Wanderers of the land; skilled in travel, weather, animals, hospitality, and adaptation.

Riverfolk

Rivers, mills, streams, marsh roads

AGI, CON, LOR

Familiar with water, boats, fishing, ferries, floods, mills, and simple mechanisms.

Villager

Hamlets, farms, rural settlements

STR, CON, PRE

Grounded in labor, kinship, seasons, local custom, livestock, and village ways.

Woodfolk

Deep forests, groves, wild lands

AGI, CON, LOR

Knowledgeable in woods, herbs, animals, hidden paths, weather signs, and old trails.

Streetborn

Towns, cities, crowded districts

AGI, LOR, PRE

Quick and watchful; shaped by crowds, trade, danger, gossip, poverty, and opportunity.


Using Heritage at the Table

Heritage gives context, not authority.

A Mountainfolk character does not automatically know every mountain. A Riverfolk character is not automatically a master sailor. A Streetborn character does not know every city’s underworld.

But when the character’s origin, habits, and lived experience clearly matter, Heritage may grant a Boon.

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