Five peoples walk the treaty's roads, and two curses walk over them.
Your HERITAGE is chosen in the Hall of Departures, before you take a road, with heritage <name>; choose nothing and the world assumes Human. It changes how the world reads you (on who, finger, look and your own sheet) and it changes nothing about what you can do: a Dwarf swings the same sword and a Fey casts the same spell. What it changes is who you are said to be.
HUMAN the treaty's own people: the roads, the crowns, the
ledgers, the scribes who wrote down what they could
live with
DWARF Khaz Undvar's folk under the northern ranges, half
of Caer Vaneth's smithing tradition whatever the
guild says; they count, keep, remember, and find the
sea unnecessary
HIGHLANDER born on the terraces and passes the high kingdom
garrisons; they walk uphill without noticing and
keep an older oath to the hill itself
SEAFARER the strait people of Sereth who fed the old fleets
and were paid with a throne; every family traces to
a boat, and carries the tide-debt's unease
FEY grove-born under the Green Mother, or under
Gloamgrove's canopy where the dark farms its own
harvest; the wilds know them, cities take a while
THE UNDEAD AND THE WEREWOLF are not heritages and are not on the list. They are the cursed bloodlines, taken with consent at a hidden seat after the Hall of Reckoning has weighed you twice, and while the curse holds the world reads you as Undead or as Werewolf, over whatever you were born. Renounce it at the Hall of Cleansing and you read again as what you were: the birth is kept underneath. See help bloodlines.
See also: help new player, help classes.
Syntax
heritage heritage heritage yes
Examples
heritage heritage dwarf heritage fey yes
Generated from the game, 15 August 2026.

