Ancestries

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Header Races.webp

  1. First choose your Ancestry.
  2. a. Either choose your heritage, and check below which world that heritage probably derived from. b. Or find a world below that you like, and check out the associated heritages.
  3. Check out the ancestry feats associated with your world and heritage.

Note that you do not have to comply with the standards set out below. Just be aware that if you don't, we'll need to figure out why he doesn't.

Dwarven Heritages

The Old Lands Dwarves Link tome.webp

You or your ancestors came from The Old Lands. They were of the cosmopolitan cultures, either already living in the metropolis that became The City, or moving there during The Last Years.

They are common citizenry, soldiers and the back-bone of some of the great trading houses.

Common Heritages: Ancient-Blooded, Strong-Blooded

  • Death Warden: You belong to the clan of dwarves that have guarded the catacombs of The City since before The Last Years.
    • DuskwalkerV: Some death wardens are reincarnated as duskwalkers.

Common Ancestry Feats: Dongun Education, Dwarven Doughtiness, Eye for Treasure, Surface Culture

Magma Rift Dwarves Link tome.webp

You or your ancestors came were resident of The Magma Rift, an underground city that was added to the subterranean fragments of The City. Rivers of magma flow through the city and are used for smithing and forging by the inhabitants. Your people have a strong connection to fire and metal.

Since their addition to The City, they have come to dominate the smithing and forging trades.

Common Heritages: Anvil, Elemental, Forge, IfritV

  • Oathkeeper: The religious caste of The Magma Rift still worships the old dwarven gods, and attempting to keep traditions alive in this new reality. While the oathkeepers are not the leaders of The Magma Rift, they are its adjudicators and keepers of law. When an oathkeeper speaks the residents of The Magma Rift listens.
  • Rock Dwarf: Rather than focusing on crafting, your clans formed the defence of The Magma Rift, forming deep bonds with the stone. Many rock dwarves were outside the perimeter, defending against the darkness, when The City left your ancestral plane behind. This has sundered the rock clans, and many are struggling to find new purpose in The City.
    • OreadV: A few rock clans had mingled close enough with Stone to sire Oreads. Newer many in number, even fewer remain after the abandonment of many of the clans.

Common Ancestry Feats: Avenge in Glory, Dwarven Weapon Familiarity, Fire Savvy, Unburdened Iron

  • Oathkeeper: Dwarven Lore
  • Rock Dwarf: Rock Runner, Stone Cunning

Elf Heritages

The Old Lands Elves Link tome.webp

You or your ancestors came from The Old Lands. The elves of The City had a major hand in the creation of the Arcane Matrix, and to this day hold a dominant position in arcane institutions. They are wizards, artists and merchants, though the culture of the Old Lands encourages them to dabble a bit in everything, especially in their younger years.

Common Heritages: Seer, SylphV, SuliV, Whisper

  • Ancient Elf: Most of the elves of The City are actually more than a 100 years old, but most of those have duties or interests that preclude them from petty adventuring.

Common Ancestry Feats: Elven Lore, Otherworldly Magic

  • Ancient Elf: Ancestral Linguistics, Ancestral Longevity, Elven Aloofness, Forlorn

Green Depths Elves Link tome.webp

You or your ancestors came from the deep forests of the plane known by The City has The Green Depths; a primal world full of predators and more ancient dangers. The City made a covenant with the Moon Druids to together attempt to defend the wilderness surrounding The City against The Nightmares. When the end came for your world, some defenders joined The City along with a few wilderness sanctuaries added as fragments.

Most elves from The Green Remnant aren’t so much trying to integrate into The City, as change The City (and especially the surrounding fragments) to something where there is more room for wild nature.

Common Heritages: ChangelingV, GanziV, Woodland

Common Ancestry Feats: Elven Weapon Familiarity, Nimble Elf, Share Thoughts, Wildborn Magic, Woodcraft

Gray Lands Elves Link tome.webp

You or your ancestors came from a land that bordered The City during a trip to The Gray Lands; a world plagued with demons, undead and other nasties after an ancient cataclysm. These lands included both deserts, polar wastes and isolated areas of the underdark.

Your clan fought alongside and traded with The City for its stay, and when The City left some of the clan were aboard as new immigrants.

While some of the clan has settled down inside The City and found sedentary professions, most travel forth to serve The City in the Outlands of the new worlds you visit.

Common Heritages: Arctic, Cavern, Desert, DhampirV, TieflingV

Common Ancestry Feats: Demonbane Warrior, Elven Verve, Elven Weapon Familiarity, Nimble Elf, Unwavering Mien

Gnomish Heritages

The Old Lands Gnomes Link tome.webp

You or your ancestors came from The Old Lands. While the elves tend to get the credit for the Arcane Matrix and the plane-shifting city, the Gnomish artificer’s guild are who designed and built the actual arcane mechanisms of the Matrix and the Pylons. The continued maintenance of these makes them a quiet power in the City Council to this day.

The gnomes of the old lands are first and foremost creative, and hold positions from arcane artificers to eccentric artists, and a couple self-made professions that have no easy name or description.

Common Heritages: Chameleon, GanziV, Sensat

Common Ancestry Feats: Gnome Obsession, Gnome Polyglot, Inventive Offensive, Natural Performer, Theoretical Acumen, Vibrant Display

Green Depths Gnomes Link tome.webp

You or your ancestors came from the deep forests of the plane known by The City as The Green Depths; a primal world full of predators and more ancient dangers. The gnomes of this world had a deep connection with the fairy and nature in general, allowing them to travel effortlessly between The Green Depths and The First World.

Most gnomes from The Green Remnant stay in the wilderness sanctuaries added as fragments when The City left The Green Depths behind, but a few leave to explore the wider world.

Common Heritages: Fey-Touched, Vivacious, Wellspring

Common Ancestry Feats: Animal Accomplice, Burrow Elocutionist, Fey Fellowship, First World Magic, Unexpected Shift

Goblin Heritages

Gray Lands Goblins Link tome.webp

You or your ancestors came from a land that bordered The City during a trip to The Gray Lands; a world plagued with demons, undead and other nasties after an ancient cataclysm.

Your people came to the city, when an especially soft-hearted group of heroes came upon your beleaguered village, and decided to basically adopt you. It was not a popular act when they brought you back to The City, but you were begrudgingly allowed stay.

Since then, a small group of survivors have multiplied, and form a noticeable percentage of the population of the slums, Crooked Alleys and The Depth, where you’ve been forced to reside. As an unfortunate consequence of these low living standards most people regard goblins as rapidly reproducing criminals, and there are organizations devoted to getting you expulsed from The City.

Common Heritages: DhampirV, Irongut, Tailed, TieflingV, Unbreakable

  • Beastkin: Some of the goblins of your homeland were touched by various werebeasts, and passed on their curse to their descendants in diluted form. This heritage often skips generations, and even in the current goblin population is rather rare.

Common Ancestry Feats: City Scavenger, Goblin Lore, Goblin Scuttle, Hard Tail, Twitchy, Very Sneaky

Magma Rift Goblins Link tome.webp

You or your ancestors came were resident of The Magma Rift, an underground city that was added to the subterranean fragments of The City. Rivers of magma flow through the city and are used for smithing and forging by the inhabitants.

Your people live mostly as servants and assistance to your dwarven masters. You are not slaves per say, being free to go whenever you wish, and most of your people prefer the quiet life of manual labor in the forges. However, some decide to strike out into the wider world.

Common Heritages: Charhide, IfritV, OreadV, Unbreakable

Common Ancestry Feats: Burn It!, Char Goblin Lore, Junk Tinker

Halfling Heritages

Gray Lands Halflings Link tome.webp

You or your ancestors came from a land that bordered The City during a trip to The Gray Lands; a world plagued with demons, undead and other nasties after an ancient cataclysm.

Your clan lived in the deep jungles and fought alongside and traded with The City for its stay, and when The City left some of the clan were aboard as new immigrants.

While some of the clan has settled down inside The City and found sedentary professions, most travel forth to serve The City in the Outlands of the new worlds you visit.

Common Heritages: Jinxed, Twilight, Wildwood

Common Ancestry Feats: Distracting Shadows, Halfling Lore, Halfling Luck, Sure Feet, Watchful Halfling

Green Fields Halflings Link tome.webp

You or your ancestors came from Green Fields, a quiet world where monsters and other badness was relegated to the edges of the wilderness. That is, until The Nightmare started seeping into the world.

Part of Green Fields was added as a fragment, where the Halfling residents grows food that helps feeds The City. However, in this new and more dangerous reality that they have entered, some seek other more dangerous professions.

Common Heritages: Hillock, Nomadic, Observant

Common Ancestry Feats: Adroit Manipulation, Halfling Luck, Innocuous, Intuitive Cooperation, Unassuming Dedication

Human Heritages

The Old Lands Humans Link tome.webp

You or your ancestors came from The Old Lands, either as inhabitants of The City, or part of the many refugees that arrived in The Last Years.

Like in most worlds, humans fill many niches and professions, though there is a marked difference in the respect and wealth of the original citizens, the refugees and later arrived immigrants from other worlds, generally with the original citizens at the top and the refugees at the bottom.

Common Heritages: Skilled, Versatile

Common Ancestry Feats: General Training, Know Oneself, Natural Ambition, Natural Skill

Golden Spires Humans Link tome.webp

You or your ancestors are from the desert city of Golden Spires, a city added as a fragment to add its arcane knowledge to that of The City. Though the Golden Spires keeps a strict internal caste system, The City regards all inhabitants with a certain charming mystique, causing many of the lower castes to leave the Golden Spires for a better fate elsewhere in The City.

The higher castes in the Golden Spires are wizards, nobles and merchants. Those of the lower castes that leave may take any profession from adventurer to common artisan. A major part of organized crime in The City is now also controlled by The Red Veils from the Golden Spires.

Common Heritages: Skilled, Versatile

Common Ancestry Feats: Arcane Tattoos, Courteous Comeback, Haughty Obstinancy, Keep Up Appearances

Gray Lands Humans Link tome.webp

You or your ancestors came from a land that bordered The City during a trip to The Gray Lands; a world plagued with demons, undead and other nasties after an ancient cataclysm.

Your clan fought alongside and traded with The City for its stay, and when The City left some of the clan were aboard as new immigrants.

While some of the clan has settled down inside The City and found sedentary professions, most travel forth to serve The City in the Outlands of the new worlds you visit.

Common Heritages: DhampirV, TieflingV, Versatile, Wintertouched

Common Ancestry Feats: Devil’s Advocate, Quah Bond, Viking Shieldbearer, Witch Warden