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The Daggerheart core set includes 9 Domain Decks, each comprising a collection of cards granting features or special abilities expressing a particular theme.
The 9 Domains are:
Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements.
Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.
The Arcana domain can be accessed by the Druid and Sorcerer classes.
Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.
The Blade domain can be accessed by the Guardian and Warrior classes.
Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.
The Bone domain can be accessed by the Ranger & Warrior classes.
Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom.
The Codex domain can be accessed by the Bard and Wizard classes.
Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.
The Grace domain can be accessed by the Bard and Rogue classes
Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.
The Midnight domain can be access by the Rogue and Sorcerer classes.
Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.
The Sage domain can be accessed by the Druid and Ranger classes.
Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.
The Splendor domain can be accessed by the Seraph and Wizard classes.
Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.
The Valor domain can be accessed by the Guardian and Seraph classes.
Each class grants access to two domains:
Bard: Codex & Grace
Druid: Arcana & Sage
Guardian: Blade & Valor
Ranger: Bone & Sage
Rogue: Grace & Midnight
Seraph: Splendor & Valor
Sorcerer: Arcana & Midnight
Warrior: Blade & Bone
Wizard: Codex & Splendor
PCs acquire two 1st-level domain cards at character creation and an additional domain card at or below their level each time they level up.
Each domain card provides one or more features your PC can utilize during their adventures. Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects, new downtime or social encounter abilities, or one-time benefits.
Each domain card includes six elements:
Level
The number in the top left of the card indicates the card’s level. You cannot acquire a domain card with a level higher than your PC’s.
Domain
Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s two domains.
Recall Cost
The number and lightning bolt in the top right of the card shows its Recall Cost. This is the amount of Stress a player must mark to swap this card from their vault with a card from their loadout.
Note: A player can swap domain cards during downtime without paying the domain card’s Recall Cost.
Title
The name of the card.
Type
The card’s type is listed in the center above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically non-magical in nature, while spells are magical. Grimoires are unique to the Codex domain and grant access to a collection of less potent spells. Some game mechanics only apply to certain types of cards.
Feature
The text on the bottom half of the card describes its feature(s), including any special rules you need to follow when you use that card.
Your loadout is the set of acquired domain cards whose effects your PC can use during play. You can have up to 5 domain cards in your loadout at one time. Once you’ve acquired six or more domain cards, you must choose five to keep in your loadout; the rest are considered to be in your vault. Vault cards are inactive and do not influence play
Note: Your subclass, ancestry, and community cards don’t count toward your loadout or vault and are always active and available.
At the start of a rest, before using downtime moves, you can freely move cards between your loadout and your vault, so long as your loadout doesn’t exceed its five-card maximum.
To move a card from your vault to your loadout at any other time, you must mark a number of Stress equal to the vaulted card’s Recall Cost (located in the top right of the card next to the lightning bolt symbol). If your loadout is already full, you must also move a card from your loadout to your vault to make space, though you can do this at no cost.
When you gain a new domain card at level-up, you can immediately move it into your loadout for free. If your loadout is already full, you must also move a card from your loadout to your vault to make space.
If a domain card restricts how often it can be used, you can track such limits with whatever method you prefer, such as turning the card sideways, flipping it facedown, or using tokens.
Note: if an effect or ability gives you a number of uses equal to a trait with a modifier of +0 or less, it grants you 0 uses.
A class is a role-based archetype that determines a PC’s:
Access to Domains: Each class grants access to two domains; players choose cards from these domains during character creation and when leveling up.
Starting Evasion and Hit Points (HP)
Starting Items
Class Feature(s)
Class Hope Feature, a class feature that costs 3 Hope to activate.
There are 9 classes in the Daggerheart core materials: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, and Wizard.
Each class is divided into two subclasses, each of which further defines and highlights one aspect of its class archetype. Your chosen subclass grants the following:
Spellcast Trait: the trait used on all Spellcast rolls.
Foundation Feature: a unique starting feature that establishes the identity and strengths of the subclass.
Specialization Feature: an advanced feature that can be gained on level up. For some subclasses, the specialization feature grants a new ability; for others, it expands or enhances a feature you already acquired through a class or subclass.
Mastery Feature: The mastery feature is a subclass’s most powerful feature, which can be gained at higher levels.
For some subclasses, the mastery feature unlocks an extraordinary new ability; for others, it’s the impressive culmination of their subclass’s core feature.
The Daggerheart core set includes cards detailing each foundation, specialization, and mastery feature. When you acquire one of these features, take its card for use as a reference during play.
Ancestries represent your character’s lineage, which affects their physical appearance and access to certain special abilities. The following section describes each ancestry in Daggerheart and the characteristics generally shared by members of that ancestry, however, each player decides how much their character aligns with the “standard” or “average” expression of their ancestry.
In Daggerheart, the term “people” is used to refer to all ancestries, as individuals from all lineages possess unique characteristics and cultures, as well as personhood.
Some ancestries are described using the term “humanoid.” This does not imply any genetic relation to “humans,” which is a distinct ancestry within Daggerheart. Instead, it refers to the set of physical characteristics humans will recognize from their own anatomy, such as bipedal movement, upright posture, facial layout, and more. These traits vary by ancestry and individual, though “humanoid” should still provide a useful frame of reference.
The core ruleset includes the following ancestries: Clank, Drakona, Dwarf, Elf, Faerie, Faun, Firbolg, Fungril, Galapa, Giant, Goblin, Halfling, Human, Infernis, Katari, Orc, Ribbet, Simiah, and Mixed Ancestry.
Each ancestry grants two ancestry features. While some features (such as the ability to fly) are implicitly tied to an ancestry’s anatomy, players determine their characters’ physical form. Work with the GM to re-flavor any implied traits that don’t align with your character concept. If you’d like to make a character who combines more than one ancestry, see “Mixed Ancestry.”
Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.
Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
ELF
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.
FAERIE
Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
FAUN
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
FIRBOLG
Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
FUNGRIL
Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
GALAPA
Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
GIANT
Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
GOBLIN
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
HALFLING
Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
HUMAN
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
INFERNIS
Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.
KATARI
Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
ORC
Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
RIBBET
Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
SIMIAH
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it. Anyone’s appearance and abilities can be shaped by blood, magic, proximity, or a variety of other factors.
If you decide that your character is a descendant of multiple ancestries and you want to mechanically represent that in the game, use the steps below:
Determine Ancestry Combination
When you choose an ancestry at character creation, write down how your character identifies themself in the Heritage section of your character sheet. For example, if your character is descended from both goblins and orcs, you could use a hybridized term, such as “goblin-orc,” to describe your ancestry, list only the ancestry you more closely identify with (e.g., just “goblin” or just “orc”), or invent a new term, such as “toothling.”
Choose Ancestry Features
Work with your GM to choose two features from the ancestries in your character’s lineage. You must choose the first feature from one ancestry and the second from another. Write both down on a notecard you can keep with your other cards or next to your character sheet.
For example, if you are making a goblin-orc, you might take the “Surefooted” and “Tusks” features or the “Sturdy” and “Danger Sense” features. You can’t take both the “Surefooted” and “Sturdy” features, because these are both the first features listed on their respective ancestry cards.
Your character's heritage might include more than two ancestries, but you still only choose features from two. You can represent additional ancestries through their appearance or backstory.
Communities represent a key aspect of the culture, class, or environment of origin that has had the most influence over your character’s upbringing.
Your character’s community grants them a community feature. Each community card also lists six adjectives you can use as inspiration to create your character’s personality, their relationship to their peers, their attitude toward their upbringing, or the demeanor with which they interact with the rest of the party.
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable.
Being part of a loreborne community means you’re from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.
Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it’s not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Orderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic.
Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home. Those who’ve lived in the mountains often consider themselves hardier than most because they’ve thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.
Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one’s head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Seaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Slyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious.
Being part of an underborne community means you’re from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Underborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious.
Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.
Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It’s not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.
" + "content": "The Daggerheart core set includes 9 Domain Decks, each comprising a collection of cards granting features or special abilities expressing a particular theme.
The 9 Domains are:
Arcana is the domain of innate and instinctual magic. Those who choose this path tap into the raw, enigmatic forces of the realms to manipulate both their own energy and the elements.
Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled.
The Arcana domain can be accessed by the Druid and Sorcerer classes.
Blade is the domain of weapon mastery. Whether by steel, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Wielders of Blade dedicate themselves to achieving inexorable power over death.
The Blade domain can be accessed by the Guardian and Warrior classes.
Bone is the domain of tactics and the body. Practitioners of this domain have an uncanny control over their own physical abilities and an eye for predicting the behaviors of others in combat. Adherents to Bone gain an unparalleled understanding of bodies and their movements.
The Bone domain can be accessed by the Ranger & Warrior classes.
Codex is the domain of intensive magical study. Those who seek magical knowledge turn to the equations of power recorded in books, written on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to devotees who pursue knowledge beyond the boundaries of common wisdom.
The Codex domain can be accessed by the Bard and Wizard classes.
Grace is the domain of charisma. Through rapturous storytelling, charming spells, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language.
The Grace domain can be accessed by the Bard and Rogue classes
Midnight is the domain of shadows and secrecy. Whether by clever tricks, deft magic, or the cloak of night, those who channel these forces practice the art of obscurity and can uncover sequestered treasures. Midnight offers practitioners the power to control and create enigmas.
The Midnight domain can be access by the Rogue and Sorcerer classes.
Sage is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and the ferocity of a ravenous predator.
The Sage domain can be accessed by the Druid and Ranger classes.
Splendor is the domain of life. Through this magic, followers gain the ability to heal and, to an extent, control death. Splendor offers its disciples the magnificent ability to both give and end life.
The Splendor domain can be accessed by the Seraph and Wizard classes.
Valor is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shields in defense of others.
The Valor domain can be accessed by the Guardian and Seraph classes.
Each class grants access to two domains:
Bard: Codex & Grace
Druid: Arcana & Sage
Guardian: Blade & Valor
Ranger: Bone & Sage
Rogue: Grace & Midnight
Seraph: Splendor & Valor
Sorcerer: Arcana & Midnight
Warrior: Blade & Bone
Wizard: Codex & Splendor
PCs acquire two 1st-level domain cards at character creation and an additional domain card at or below their level each time they level up.
Each domain card provides one or more features your PC can utilize during their adventures. Some domain cards provide moves you can make, such as a unique attack or a spell. Others offer passive effects, new downtime or social encounter abilities, or one-time benefits.
Each domain card includes six elements:
Level
The number in the top left of the card indicates the card’s level. You cannot acquire a domain card with a level higher than your PC’s.
Domain
Beneath the card’s level there is a symbol indicating its domain. You can only choose cards from your class’s two domains.
Recall Cost
The number and lightning bolt in the top right of the card shows its Recall Cost. This is the amount of Stress a player must mark to swap this card from their vault with a card from their loadout.
Note: A player can swap domain cards during downtime without paying the domain card’s Recall Cost.
Title
The name of the card.
Type
The card’s type is listed in the center above the title. There are three types of domain cards: abilities, spells, and grimoires. Abilities are typically non-magical in nature, while spells are magical. Grimoires are unique to the Codex domain and grant access to a collection of less potent spells. Some game mechanics only apply to certain types of cards.
Feature
The text on the bottom half of the card describes its feature(s), including any special rules you need to follow when you use that card.
Your loadout is the set of acquired domain cards whose effects your PC can use during play. You can have up to 5 domain cards in your loadout at one time. Once you’ve acquired six or more domain cards, you must choose five to keep in your loadout; the rest are considered to be in your vault. Vault cards are inactive and do not influence play
Note: Your subclass, ancestry, and community cards don’t count toward your loadout or vault and are always active and available.
At the start of a rest, before using downtime moves, you can freely move cards between your loadout and your vault, so long as your loadout doesn’t exceed its five-card maximum.
To move a card from your vault to your loadout at any other time, you must mark a number of Stress equal to the vaulted card’s Recall Cost (located in the top right of the card next to the lightning bolt symbol). If your loadout is already full, you must also move a card from your loadout to your vault to make space, though you can do this at no cost.
When you gain a new domain card at level-up, you can immediately move it into your loadout for free. If your loadout is already full, you must also move a card from your loadout to your vault to make space.
If a domain card restricts how often it can be used, you can track such limits with whatever method you prefer, such as turning the card sideways, flipping it facedown, or using tokens.
Note: if an effect or ability gives you a number of uses equal to a trait with a modifier of +0 or less, it grants you 0 uses.
A class is a role-based archetype that determines a PC’s:
Access to Domains: Each class grants access to two domains; players choose cards from these domains during character creation and when leveling up.
Starting Evasion and Hit Points (HP)
Starting Items
Class Feature(s)
Class Hope Feature, a class feature that costs 3 Hope to activate.
There are 9 classes in the Daggerheart core materials: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, and Wizard.
Each class is divided into two subclasses, each of which further defines and highlights one aspect of its class archetype. Your chosen subclass grants the following:
Spellcast Trait: the trait used on all Spellcast rolls.
Foundation Feature: a unique starting feature that establishes the identity and strengths of the subclass.
Specialization Feature: an advanced feature that can be gained on level up. For some subclasses, the specialization feature grants a new ability; for others, it expands or enhances a feature you already acquired through a class or subclass.
Mastery Feature: The mastery feature is a subclass’s most powerful feature, which can be gained at higher levels.
For some subclasses, the mastery feature unlocks an extraordinary new ability; for others, it’s the impressive culmination of their subclass’s core feature.
The Daggerheart core set includes cards detailing each foundation, specialization, and mastery feature. When you acquire one of these features, take its card for use as a reference during play.
Ancestries represent your character’s lineage, which affects their physical appearance and access to certain special abilities. The following section describes each ancestry in Daggerheart and the characteristics generally shared by members of that ancestry, however, each player decides how much their character aligns with the “standard” or “average” expression of their ancestry.
In Daggerheart, the term “people” is used to refer to all ancestries, as individuals from all lineages possess unique characteristics and cultures, as well as personhood.
Some ancestries are described using the term “humanoid.” This does not imply any genetic relation to “humans,” which is a distinct ancestry within Daggerheart. Instead, it refers to the set of physical characteristics humans will recognize from their own anatomy, such as bipedal movement, upright posture, facial layout, and more. These traits vary by ancestry and individual, though “humanoid” should still provide a useful frame of reference.
The core ruleset includes the following ancestries: Clank, Drakona, Dwarf, Elf, Faerie, Faun, Firbolg, Fungril, Galapa, Giant, Goblin, Halfling, Human, Infernis, Katari, Orc, Ribbet, Simiah, and Mixed Ancestry.
Each ancestry grants two ancestry features. While some features (such as the ability to fly) are implicitly tied to an ancestry’s anatomy, players determine their characters’ physical form. Work with the GM to re-flavor any implied traits that don’t align with your character concept. If you’d like to make a character who combines more than one ancestry, see “Mixed Ancestry.”
Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.
Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.
Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.
Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.
Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Families within the world of Daggerheart are as unique as the peoples and cultures that inhabit it. Anyone’s appearance and abilities can be shaped by blood, magic, proximity, or a variety of other factors.
If you decide that your character is a descendant of multiple ancestries and you want to mechanically represent that in the game, use the steps below:
Determine Ancestry Combination
When you choose an ancestry at character creation, write down how your character identifies themself in the Heritage section of your character sheet. For example, if your character is descended from both goblins and orcs, you could use a hybridized term, such as “goblin-orc,” to describe your ancestry, list only the ancestry you more closely identify with (e.g., just “goblin” or just “orc”), or invent a new term, such as “toothling.”
Choose Ancestry Features
Work with your GM to choose two features from the ancestries in your character’s lineage. You must choose the first feature from one ancestry and the second from another. Write both down on a notecard you can keep with your other cards or next to your character sheet.
For example, if you are making a goblin-orc, you might take the “Surefooted” and “Tusks” features or the “Sturdy” and “Danger Sense” features. You can’t take both the “Surefooted” and “Sturdy” features, because these are both the first features listed on their respective ancestry cards.
Your character's heritage might include more than two ancestries, but you still only choose features from two. You can represent additional ancestries through their appearance or backstory.
Communities represent a key aspect of the culture, class, or environment of origin that has had the most influence over your character’s upbringing.
Your character’s community grants them a community feature. Each community card also lists six adjectives you can use as inspiration to create your character’s personality, their relationship to their peers, their attitude toward their upbringing, or the demeanor with which they interact with the rest of the party.
Being part of a highborne community means you're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable.
Being part of a loreborne community means you’re from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.
Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves can mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it’s not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Orderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic.
Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home. Those who’ve lived in the mountains often consider themselves hardier than most because they’ve thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.
Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one’s head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Seaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Slyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious.
Being part of an underborne community means you’re from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Underborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious.
Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.
Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It’s not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.
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