Anthropology Companion
Anthropology Companion
Anthropology Companion
H
eroes of Tamriel take many different heroes. Other times, it’s just nice to play something a
forms, and those unexpected heroes have bit different from the norm. And some stories it just
stories that deserve to be told. The makes sense as part of a campaign.
Anthropology Companion series is
With this book, you bring stories of the lost or the
intended to bring life to those other heroes of Tamriel
forgotten, with the Lilmothiit and Snow Elves; the anti-
that have, until now, been left behind as background
hero with the Maormer; and even the weird with the
characters—mostly found in story books—or seen as
Paatru, Sarpa, or Imga. All of the options here should
villains or outsiders.
help you build memorable characters and stories.
Sometimes it’s fun to tell stories about unexpected —Teluusa
CREDITS CONNECT
Lead Designer & Writer: Juanchoclo To find out more or to reach out to us, you can find us
Creative Lead: Michael Bonar (Teluusa) in the following places:
Additional Contributers: Abraham UK, Dizzybrook,
Tutorialtuna, PossibleTrashPanda Twitter: @UESTRPG
Editors: Andrew Raleigh (Crimson), Darion Nutter Email: UESTRPG@outlook.com
(Whistlehunter), Marco A. Medina V. (Gugu), Michael Discord: https://discord.gg/XWCESZy
Bonar, The White Guar, WanderingSwampBeast
Layout: Michael Bonar Special Thanks
Abraham UK, Alexandrite, Ashardis, Ben Allen, Captain
Art Volkow, ChojiBoy, the Firmament, Grandpa Gorb,
Much of the art seen throughout this book is the IceFireWarden, Iris, JasonHunter, Kungfu_Dragon,
property of Bethesda Softworks LLC. This art is used Llivia, Marian, Meri W, Pylawn, Sam Bertolli, Scarlet
without permission, but credit to the known artists is Moth, the Skyblivion Project, SolarBalrog, Sperm
given. Whale, The Elder Memes, The Lesser Prophecies,
Tutorialtuna, UESP, UnVanced, Valtion, Veridan
Known Artists Include: Mathew Weathers, Michael Vaungur, Vira, Yangin Sarethi, everyone on discord, and
Kirkbride everyone who has ever supported this project.
Intellectual Property
The information contained in this booklet is an unofficial fan made project. This work is not for profit and its
commercial distribution to anyone under any circumstances is strictly prohibited.
System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
2 A N T H R O P O L O G Y C O M PA N I O N
CONTENTS
Introduction ..............................2 Lilmothiit Cultural Traits ................... 18 Paatru Ancestral Traits.................... 29
Maormer ............................................... 19 Paatru Cultural Traits...................... 29
Ch 1: Uncommon Heritages.......5
Maormer Ancestral Traits .................. 20 Sarpa .................................................. 29
Your Heritage ..........................................5
Maormer Cultural Traits .................... 20 Sarpa Ancestral Traits ..................... 29
Ayleid.......................................................6
Nedic Tribes .......................................... 21 Sarpa Cultural Traits ....................... 30
Ayleid Ancestral Traits..........................6
Duraki.................................................... 21 Breton.................................................... 30
Ayleid Cultural Traits............................7
Duraki Ancestral Traits....................... 22 River Horse Cultural Traits ................ 30
Chimer.....................................................8
Duraki Cultural Traits ........................ 22 Clockwork Apostle ................................ 31
Chimer Ancestral Traits .......................8
Nede ...................................................... 22 Clockwork Apostle Cultural Traits..... 31
Chimer Cultural Traits .........................9
Nede Ancestral Traits ......................... 22 Imperial................................................. 31
Dwemer................................................. 10
Nede Cultural Traits........................... 23 Rim-Men Cultural Traits .................... 31
Dwemer Ancestral Traits.....................11
Orma ..................................................... 23 Khajiit .................................................... 32
Dwemer Cultural Traits ..................... 12
Orma Ancestral Traits ........................ 23 Dro-M’athra Ancestral Traits ............. 32
Half-Giant.............................................. 13
Orma Cultural Traits .......................... 23 Mane Ancestral Traits ........................ 32
Half-Giant Ancestral Traits ................ 13
Reachfolk............................................... 24 Orsimer ................................................. 33
Half-Giant Cultural Traits .................. 14
Reachfolk Ancestral Traits ................. 25 Iron Orc Cultural Traits...................... 33
Imga ...................................................... 15
Reachfolk Cultural Traits ................... 26 Redguard ............................................... 33
Imga Ancestral Traits ......................... 15
Snow Elf ................................................ 26 Ash’Abah Cultural Traits .................... 33
Imga Cultural Traits ........................... 15
Snow Elf Ancestral Traits ................... 27 Silverhoof Horsefolk Cultural Traits .. 33
Kothringi ............................................... 16
Snow Elf Cultural Traits ..................... 27
Ch 3: Heritage Feats.................35
Kothringi Ancestral Traits .................. 16
Kothringi Cultural Traits .................... 16 Ch 2: Additional Heritages.......29 Heritage Feats ....................................... 35
Lilmothiit............................................... 17 Argonian................................................ 29
Lilmothiit Ancestral Traits ................. 17 Paatru ................................................. 29
3
UNCOMMON
HERITAGES
4 A N T H R O P O L O G Y C O M PA N I O N
CHAPTER 1: UNCOMMON HERITAGES
A
dventurers in Tamriel are most commonly are often part of your cultural upbringing. A character
the ones we expect—those that we’ve with Altmer culture might put a lot of value in
seen from the stories of the Dragonborn, studying history or magic and would take pride in their
the Neravarine, or the Vestige. But these ability to speak many languages. Your culture gives
aren’t the only heroes to with stories yet to be told. your character Cultural Traits, which are typically
This chapter provides new options for players to learned skills and talents.
choose beyond the Heritages from the Delvebound core
rules.
As a player, work with your GM to determine if using
ATTRIBUTE SCORE INCREASES
one of the Heritages listed here works for your game. When determining your character’s attribute scores,
Many GMs set up stories that might make the increase one of those scores by 2 and increase a
inclusion of such characters difficult, either from a different score by 1, or increase three different scores
world-building stand point, or for expected plot points. by 1. Follow this rule regardless of the method you use
Make sure to work collaboratively to ensure you’re to determine the scores, such as rolling or point buy.
building a character and a story that fits well together.
The “Quick Build” section for your character’s class
offers suggestions on which scores to increase. You’re
YOUR HERITAGE
free to follow those suggestions or to ignore them.
Whichever scores you decide to increase, none of the
As part of the upcoming revised Delvebound core rules, scores can be raised above 20.
when you create your character, instead of selecting a
race, you instead choose your character’s Heritage.
Your character’s Heritage is defined by a combination ALIGNMENT
of their ancestry and culture. Each ancestry has stereotypes about what they believe,
but these are broad strokes that might only apply to a
Each of the less common Elder Scrolls races that are
group, rather than to an individual. Each player
detailed here are represented as a Heritage. Each of
character’s alignment is entirely under the purview of
these Heritages are separated into Ancestral Traits and
the player.
Cultural Traits. This gives you a lot of customization
opportunities when creating unique characters that
perfectly fit your character’s story.
LANGUAGES
Your character can speak, read, and write Tamrielic
CHOOSE YOUR ANCESTRY (sometimes referred to as Cyrodiilic or Common) and
one other language that you and your GM agree is
This is classically defined as your race. It is your
appropriate for the character. Chapter 4 provides lists
ancestral lineage, and usually defines your appearance.
of languages that are common and rare among the
A character of Lilmothiit ancestry has a fox-like
population of Tamriel.
appearance, perhaps with red and white fur, pointed
ears, and a bushy tail. Your ancestry provides your
character with a variety of Ancestral Traits, often
defined by their lineage and biology.
LIFE SPAN
The typical lifespan of a player character on Tamriel is
about a century, assuming the character doesn’t meet
CHOOSE YOUR CULTURE a violent end on an adventure. Any ancestry that has a
life span beyond the typical is noted in their
A character’s culture is often determined by regional or
description, such as the elven ancestries, which
social norms. Things like the languages you speak, the
typically live longer than their human counterparts.
knowledge you value, or the habits you’ve developed
U N C O M M O N H E R I TA G E S 5
AYLEID earth, water, air, and light (instead of the modern four
elements, earth, water, air, and fire). The Ayleids are
(WILD ELVES) also known to have built Ayleid Wells, which absorbed
Ayleids were once the rulers of Cyrodiil, being the first magicka from the light from Aetherius. They believed
race to form an empire in Tamriel. The Ayleid Empire that the most sublime form of light was star light,
was known to be brutal and cruel, enslaving countless which connected Mundus with Aetherius.
Nedic and beastfolk tribes and performing horrible One of the main gods they worshiped was Meridia,
rituals for the Daedric Princes. Their empire collapsed who they called Merid-Nunda, as they saw her as a
in the early First Era as a result of the Alessian representation of the element of light.
Rebellion.
FALLEN EMPIRE
THE HEARTLAND ELVES
The Ayleid civilization was dismantled in the early First
Ayleids descend from the Aldmer that settled on the Era, at the hands of the Alessian Rebellion, led by Slave
center of Tamriel. With time they became a slightly Queen Alessia alongside Pelinal Whitestrake and the
different race than the Altmer; their skin was darker demigod Morihaus. They, with the help of early Nords,
than their cousins from Summerset, but they had a established the First Empire of Men upon the rubble of
similar build to them. They tend to adorn themselves the Ayleid civilization.. While some Ayleids were
with feathers and beads, preferring golden clothes and allowed to remain in Cyrodiil for a time, such as the
armor, similar to their Altmer cousins. Aedric-worshiping city-states, which remained as client
One of the most well known elements of their kingdoms for the Empire, they were eventually driven
culture is their architecture, recognizable by its use of out by the Alessian Order. Most of the survivors fled to
a marble-like rock. They are credited with constructing High Rock or Valenwood and were integrated into the
the White-Gold Tower, now used as the capital of the elven populations of those provinces.
Empire, which they originally called the Temple of the While their civilization collapsed, some Ayleids, now
Ancestors. They also created the Chim-el Adabal, which known as Wild Elves, may have survived to modern
would later be made into the Amulet of Kings, from the times. Sightings of Ayleids living in tribes in the
crystalized blood of Lorkhan, which they used as the wilderness have been reported through the years, it’s
stone for the White-Gold Tower. rumored that groups in elven provinces may still have
pure Ayleid heritage, and some particularly fanatic
DISPARATE CITY-STATES Altmer may want to recreate their empire, going as far
as transmuting themselves to become Ayleid.
While the Ayleids are remembered as Daedra-
AYLEID NAMES
worshiping slavers from the Heartlands, that isn’t
completely true. The Ayleids didn’t have a central
government, but rather had independent city-states. Ayleid names are similar to those of the Altmer, usually
While the most well-known city-states worshiped the melodic and elegant in structure. As their full names
Daedric Princes and had slaves, many did not, and tend to be extremely long, they usually present
instead fought against them. Some are said to have themselves with only their first name
aided the Alessian Revelion overthrow these rival city-
states. Additionally, not all Ayleids settled in Cyrodiil, Male Names: Hirhurdan, Geril, Ferdem, Nysin,
as the Barsaebic Ayleids settled in Black Marsh and Hemudind, Vomusdar, Nuaghur, Djanrom, Onaladun.
enslaved the local tribes. Female Names: Vemmelda, Sennyseni, Yhume,
Hulydhe, Dullishi, Lemaath, Enalruth, Nyllu, Lillilrin.
FROM LIGHT, MAGIC
Ayleids were extremely proficient with magic, their AYLEID
magical knowledge and technological advancement
being equal to or even greater than that of the Altmer. ANCESTRAL TRAITS
They preserve the knowledge of runes and Dawn Era Your Ayleid character has a variety of natural abilities
magic, knowledge understood to have been forgotten as a result of your elven heritage. You have the
by other races of mer. They developed what would be following ancestral traits.
later known as alteration magic, and used it for things Age. Like their Altmer cousins, Ayleid can live for over
like levitation and shapeshifting. 300 years, although they are known to be able to live
Light was a central part of their religion and magical for thousands of years. They reach puberty at 18 years
knowledge; they believed the four main elements were old and are considered an adult at 30. They mature
6 A N T H R O P O L O G Y C O M PA N I O N
similar to humans, but their advanced age means that Personality is your spellcasting attribute for that
they are still considered young until the age of 60. cantrip (choose when you select this culture).
Size. Ayleids have a similar build than Altmer, being Healing Hands. As an action, you can touch a
one of the tallest of the races of Tamriel, sometimes as creature and roll a number of d4s equal to your
tall as 7 feet, but, like the Altmer, they often have proficiency bonus. The creature regains a number of
slender, thin builds. Your size is Medium. hit points equal to the total rolled. Once you use this
trait, you can't use it again until you finish a long rest.
Speed. Your base walking speed is 30 feet.
Starlight Magic. You know the light cantrip. Starting DAEDRA-WORSHIPER
at 3rd level, you can cast the guiding bolt spell with The cruel followers of the Lords of Misrule, the Daedra-
this trait. Once you cast this spell with this trait, you worshiping Ayleid city-states enslaved the Nedes from
can't cast that spell with it again until you finish a long the Heartlands, using them in horrible rituals to their
rest. You can also cast this spell using any magicka dark gods.
points you have.
Dark Insight. When you make an Arcana, History,
Intelligence, Willpower, or Personality is your Nature, Religion or Insight check you can roll a d4 and
spellcasting attribute for these spells when you cast add the number rolled to the result, when you do so,
them with this trait (choose when you select this you suffer 2d4 in psychic damage. You can use this
ancestry). trait a number of times equal to your proficiency
bonus, and you regain all expended uses when you
Sky Children. When you finish a short rest you regain
finish a short or long rest.
magicka equal to your proficiency modifier.
Dark Devotion. You have advantage on saving throws
Stellar Smite. When you hit a creature with a weapon
against being charmed or frightened.
attack or spell you can deal an additional 1d6 radiant
WILD ELF
damage, while standing under open sky at night the
damage increases to 2d6.
After their civilization fell apart, some of the surviving
You can use this trait a number of times equal to Ayleids went into the wild, living in small tribes with
your proficiency bonus, and you regain all expended varied customs and using their knowledge of magic to
uses when you finish a long rest. hide themselves from the denizens of Tamriel.
Mask of the Wild. You can attempt to hide even when
AEDRA-WORSHIPER
While the Ayleids were known for their cruel practices,
not all city states worship the Daedric Princes, many
worship the Aedra that would later become part of the
Empire’s Eight Divines, some of these city-states helped
the Alessian Rebellion against their brethren.
Devout. You know one cantrip of your choice from
the priest spell list. Intelligence, Willpower, or
U N C O M M O N H E R I TA G E S 7
CHIMER apotheosis of the Tribunal. Additionally, the Chimer
were transformed, becoming the red-eyed Dunmer.
(PEOPLE OF THE NORTH) By most accounts all Chimer were cursed, however,
Chimer, also known as the Velothi or the Changed rumors of still living Chimer have been reported
Ones, are the descendants of the Aldmer that followed through the ages, some said groups of Chimer live
Prophet Veloth away from the Summerset Isles at outside of Tamriel, in small islands in the Padomaic
some point between the Dawn Era and the late middle Ocean, some Chimer may have escaped the curse
Merethic Era. They were hardy folk that historically through supernatural means, or been on a different
fought against many enemies before being cursed by plane when their race was cursed.
Azura and turned into the ashen-skinned Dunmer of
today.
CHIMER NAMES
THE FOLLOWERS OF VELOTH Chimer have similar names to Dunmer, having shorter
names than Altmer and using surnames in non-formal
The Chimer were once Aldmer until Boethiah taught situations.
them the “right way to wear their skins” after
devouring Trinimac and showing them “the lies of the Male Names: Relronal, Ralnith, Manviros, Ridvec,
et’Ada”, they were shorter than the Aldmer and the Vadas, Galranal, Radezel, Lenvan, Zardizor.
modern day Altmer, being as tall as the Dunmer, with Female Names: Alvamia, Alvia, Dannexe, Leva, Elvelii,
bronze or greyish golden skin instead of the golden Tessa, Ammilia, Nilmumu, Irvima.
skin of the Altmer.
Family Names: Hendoven, Vonlon, Ralmidron, Nallas,
8 A N T H R O P O L O G Y C O M PA N I O N
CHIMER
CHIMER
CULTURAL TRAITS
Chimer culture revolves around tenacity and the Skill Proficiency. You gain proficiency in the Religion
teachings of Saint Veloth. You have the following skill.
cultural traits
Exodite. You have advantage on saving throws against
Veloth’s Teachings. You have advantage on Willpower exhaustion from a forced march.
(Insight) and Personality (Persuasion) checks against
daedra other than the Good Daedra.
Chimer Combat Training. You are proficient in Blade
and Marksman weapons.
U N C O M M O N H E R I TA G E S 9
DWEMER that while they traded with them.
(DEEP ELVES)
Dwemer have a similar appearance than other Mer,
having pale skin that ranges from slate to pale yellow,
The ingenious elves of the deep, known as the with some having grayish blue skin. Men prefered long
Dwemer, or Deep Elves, are an ancient lost race of mer braided beards, something commonly seen in their
whose mysterious disappearance is hotly debated with architecture design. Dwemer used mostly heavy armor,
endless rumors and speculation. Ages ago, these deep and their clothes were commonly decorated with
elves had access to technology and engineering that is metal pieces and intricate patterns in their robes.
still considered to be far advanced than any other
civilization. To this day, the mysteries of their science
remain a secret to the other denizens of Tamriel. UNDERGROUND KINGDOMS
Dwemer society was built around elaborate
DWARVES TO SOME underground city-states beneath the mountains across
Morrowind, Skyrim and Hammerfell. Dwemer cities
Contrary to the name usually given to the Dwemer by have extremely advanced technology when compared
Men, Dwarves, the Dwemer, while shorter than the to the rest of Tamriel, as even now a large part of their
Altmer, weren't any shorter than the average human, mechanism still works, their Animunculi still guard
having similar height than Imperials or Dunmer. It is their halls and the sound of machinery still echoes
believed that the name “dwarf” through them.
comes from giants calling them
Though not much is known about Dwemer culture
or their origins, most believe that they are
descendants from a group of isolationist Aldmer
that arrived to what now is Morrowind in the
early history of Tamriel, while some legends say
that they descend from a Chimer tribe. Most of
the history of the Dwemer is centered on war,
as their early history was spent mostly fighting
against the Chimer in territorial, resource
and/or religious disputes. This relationship
changed when the Nords conquered
Resdayn. While most of the Dwemer
territory wasn’t conquered, High King
Vrage the Gifted was a common
enemy to both the Dwemer and the
Chimer which led to an alliance
between Indoril Nerevar and
Dumac Dwarking who united
their people and drove back
the Nords from their land,
creating the first council.
Some Dwemer opposed the
alliance with the Chimer,
which led to some clans
leaving Resdayn: the Rourken clan left for
Hammerfell, while the Kragen clan—
following the Rourken clan—arrived in
Skyrim where they fought against the Nords
for years. After the Nords almost drove the
Snow Elves to extinction, some sought
sanctuary in the Dwemer cities in Skyrim,
however the Dwemer enslaved and forced
them to eat toxic fungi that blinded them,
that after many generations turned them
into the degenerated Falmer found
today in the caves beneath Skyrim.
Eventually, the Falmer rebelled and
10 A N T H R O P O L O G Y C O M PA N I O N
DWEMER
started the War of the Crag, a conflict fought the current day. Regardless, the Dwemer left behind
underground that lasted until the disappearance of the many mysteries, some which may never be answered.
Dwemer.
FAVORITE FIELD
LOGIC AND REASON Dwemer have a knack for invention, and tend to
The Dwemer were extremely smart and technologically develop a fascination for a specific field of science. You
advanced. They rejected the views of the rest of can use the Favorite Field table to determine a field of
mortals and embraced cold skepticism, valuing logic science your Dwemer character is interested in.
and reason over religion and leading to the modern
Favorite Field
image of the Dwemer being that of cold, unfathomable
people that were pragmatic to a fault and sometimes d8 Favorite Field
even cruel.
1 Animunculi
Dwemer technology was highly advanced, and 2 Tonal Architecture
Dwemer artifacts are highly sought after, even if illegal 3 Airships
in some places under Imperial law. Dwemer metal is 4 Artificial Intelligence
an extremely durable material, with the ability to resist 5 Teletransportation
corrosion and absorb part of the impact on armor; 6 Weaponry
since no metallurgist has been capable of replicating it, 7 Trap-making and defenses
metal scraps from Dwemer ruins are highly valuable. 8 Orreries
DWEMER
is that Lord Kagrenac, the Chief Tonal Architect,
constructed Kagrenac’s Tools to harness the powers of
the Heart of Lorkhan located inside Red Mountain.
When the Chimer found out, they started a war against
ANCESTRAL TRAITS
Your Dwemer character has a variety of natural
the Dwemer to stop this blasphemy, ending the First abilities common with all other Dwemer. You have the
Council. It's unknown what Kagrenac's goal was, but it following ancestral traits.
is believed that he wanted his race to reach divinity
through the Numidium, a inmensurably powerful Age. As with all elves, Dwemer are long lived,
automaton that some say was capable of manipulating maturing at the same rate as humans, but live for
reality itself. However, the process failed, and every hundreds of years on average, but are able to live for
single Dwemer currently present in Tamriel instantly thousands with the aid of magic.
vanished. Size. Deep Elves have average builds, and their height
While every Dwemer on Nirn disappeared at the is between 5 and 6 feet tall. Your size is Medium.
same time, some, such as Yagrum Bagarn, didn’t as he Speed. Your base walking speed is 30 feet.
was traveling through the Outer Realm the moment
his people vanished. It is possible others survived such Darkvision. Accustomed to life underground, you
a fate in similar ways, or by traveling through time to have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if you were
U N C O M M O N H E R I TA G E S 11
DWEMER
in bright light, and in darkness as if it were dim light.
DWEMER
CULTURAL TRAITS
You can't discern color in darkness, only shades of
gray.
Tonal Architecture. You know how to modify the Dwemer culture values Intelligence, skepticism and
universe around you in small ways through sound, you craftsmanship. You have the following cultural traits.
can cast any 1st level spell from the alteration spell list Dwemer Lore. Whenever you make an Intelligence
without spending magicka or using material (History) or Intelligence (Arcana) check related to
components, as long as they don’t have a material magic items, alchemical objects, technological devices
component with a gold cost or that is consumed when or Dwemer structures or technology you can add twice
cast, the spell has it’s normal casting time. You can your proficiency bonus, instead of any proficiency
cast a 2nd level spell instead when you reach 7th level, bonus you normally apply. Additionally, you have
and a 3rd level spell when you reach 14th level. Once proficiency in History or Arcana.
you use this trait, you can’t use it again until you finish
a long rest. Design Flaw. You instinctively know how animunculi
work. Once per turn, after damaging an animunculi
Additionally, you learn one cantrip from the with a spell or weapon attack, you can deal additional
alteration school. Intelligence, Willpower, or damage equal to your Intelligence or Willpower
Personality is your spellcasting attribute for this modifier (minimum of 0).
cantrip when you cast it with this trait (choose when
you select this ancestry). Polymathic Craftsman. You have proficiency with one
artisan’s tool of your choice.
Variant Trait: The Calling
Tinkerer. You have proficiency with artisan's tools
If the game takes place in a time where other (tinker's tools). Using those tools, you can spend 1
Dwemer are still alive, you gain the following hour and 40 septims worth of materials to construct a
additional trait. tiny clockwork device (AC 5, 1 hp). The device ceases to
function after 24 hours (unless you spend 1 hour
The Calling. You can communicate telepathically
repairing it to keep the device functioning), or when
across great distances with other dwemer. You can
you use your action to dismantle it; at that time, you
only send and receive messages from Dwemer that
can reclaim the materials used to create it. You can
you have met, and only if they are on the same
have up to three such devices active at a time.
plane of existence as you. The messages can only be
short, one sentence thoughts. When you create a device, choose one of the
following options, other devices can be built at GM’s
Once you have sent a message in this way, you
discretion:
can't send another one until you finish a short or
long rest. Clockwork Toy. This toy is a clockwork animal,
monster, or person, such as a guar, skeever, bird,
dragon, or soldier. When placed on the ground, the
toy moves 5 feet across the ground on each of your
turns in a random direction. It makes noises as
appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame,
which you can use to light a candle, torch, or
campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single
song at a moderate volume. The box stops playing
when it reaches the song’s end or when it is closed.
12 A N T H R O P O L O G Y C O M PA N I O N
HALF-GIANT HALF-GIANT
Towering over most races of mortals, Half-Giants are ANCESTRAL TRAITS
the result of breeding between a Giant and a Nord. It's Your Half-Giant character has a variety of abilities as a
possible all races could breed with Giants, but so far result of their giant heritage. You have the following
only half-Nords have been reported. There’s two types ancestral traits.
of Half-Giants, ones with Land Giant ancestry and ones
with Sea Giant ancestry. Age. Half-Giants have similar life spans to most men,
rarely living longer than a century.
ATMORAN ANCESTRY
Size. Half-Giants are significantly larger than most
men, ranging between being 7 to 8 feet tall and having
The reason why only Nords can breed with Giants may strong builds. Your size is Medium.
be their shared Atmoran ancestry, as both Nords and Speed. Your base walking speed is 30 feet.
Giants arrived to Tamriel from Atmora. They are hardy
as their ancestors, naturally resistant to cold, they Atmoran Ancestry. Your ancestral history of living in
tower over other Nords, being around 8 feet tall on harsh, northern climates has given you resistance to
average; and are extremely strong, far stronger than cold damage.
any race of Man or Mer. Half-Land Giants are similar in Giant Ancestry. You count as one size larger when
appearance to Nords, simply looking like extremely tall determining your carrying capacity, the weight you can
Nords, while the Half-Sea Giants have light blue skin push, drag, or lift and for the purpose of shoving and
like their Sea Giants brethren. grappling.
Half-Giant's Endurance. You can focus yourself to
BORN OF TWO WORLDS occasionally shrug off injury. When you take damage,
you can use your reaction to roll a d12. Add your
Half-Giants don’t have a culture of their own, instead Endurance modifier and level to the number rolled, and
taking from their Nords or Giants parentage. In the reduce the damage by that total. After you use this
few examples known of Half-Land Giants are closer to trait, you can't use it again until you finish a short or
their Nord lineage, living side by side with other Nords, long rest.
however the Half-Sea Giants rarely leave the armies of
the Sea Giants. Born from slaves captured on their Subancestry. There are two subancestries of Half-
raids, they are completely integrated into the Sea Giant Giants in Nirn: Half-Land Giants and Half-Sea Giants.
culture, following their customs and religión.
HALF-LAND GIANT
It’s not uncommon for Half-Land Giants to be
HALF-GIANT NAMES adventurers as their natural strength makes them
excellent fighters and their appearance helps them
Half-Giant tend to have similar names to Nords, with
stand out.
clan names or titles denoting their ancestry.
Snow Stride. You can move across difficult terrain
Male Names: Thiasi, Kjarkvild, Ysgilstein, Alvonwulf,
made of snow or ice without expending extra
Bulper, Mralis, Elgrkyllian, Hodling, Fareer.
movement.
Female Names: Hilidil, Holmdil, Matlse, Bjaold,
Strider. Your base walking speed increases to 35 feet.
Serlgeth, Tilgja, Kiltra, Aeleki, Hermnmund.
Family Names: Giants-Blood, Sea-Born, HALF-SEA GIANT
Snowbehemoth, Whaleslayer, Wavebreaker, Ice-Eater, Half-Sea Giants however are rarer in Tamriel as most of
Glacierborn, Ship-Sinker, Sea-Colossus. them live under the cruel Sea Giants. Some however
may want to leave that life behind, using their natural
might for good in the provinces of Tamriel.
Swim Speed. You have a swimming speed of 30 feet.
Hold Breath. You can hold your breath for up to 15
minutes at a time.
U N C O M M O N H E R I TA G E S 13
HALF-GIANT
HALF-GIANT
CULTURAL TRAITS
Half-Giant culture is built around the values and
culture of their giant ancestors. You have the following
cultural traits.
Natural Athlete. You have proficiency in the Athletics
skill.
Brave. You have advantage on saving throws against
being frightened.
Subculture. There are two types of giant cultures in
Tamriel: the Land Giants and the Sea Giants.
LAND GIANTS
Land Giants live simple lives as semi-nomads in the
wilderness of northern Tamriel. While most Half-Giants
choose to live alongside Nords or other more civilized
races, some choose to live with the giants and their
mammoths.
Mammoth Herder. You have proficiency in the Animal
Handling skill.
Tool Proficiency. You gain proficiency with the
artisan's tools of your choice: brewer's supplies, cook’s
utensils, or woodcarver's tools.
SEA GIANT
Sea Giants are mysterious people, more cunning and
malicious than their land counterparts, they are raiders
who pillage port towns before vanishing into the mist.
Half-Sea Giants act as soldiers for Sea Giant raids,
using their smaller frame to more easily board ships.
Naval Training. You have proficiency in water vehicles
and navigator’s tools.
Boarder. Climbing costs no extra movement.
14 A N T H R O P O L O G Y C O M PA N I O N
IMGA IMGA NAMES
Imga, or Great Apes, are a race of beastfolk native to As with many other things, not much is known about
Valenwood, they are said to have inhabited the Imga names beside them using noble titles. However,
province long before elves arrived to it, many Imga some were known to use Altmer names.
idolize the Altmer, seeing their culture as the height of
civilized society.
IMGA
NOBLE APES ANCESTRAL TRAITS
Your Imga character has certain natural characteristics
Imga are large, gorilla-like beastfolk. They have long, as a result of their bestial body. You have the following
powerful arms—perfect for climbing and throwing—and ancestral traits.
are extremely agile, known for climbing trees and
jumping to catch food from the top of trees. Age. Imga have shorter lifespans than the races of
Man and Mer, reaching adulthood at age 16 and living
One of the most known parts of Imga culture is their up to 70 years.
admiration of Altmer culture, going as far as trying to
emulate it. They wear capes, practice with dueling Size. Imga have similar builds than gorillas, but are
swords and try to speak in a courtly manner, even taller and thinner, being between 5 and 6 feet tall and
when their voice is gravelly. They typically use titles, weighing around 200 pounds. Your size is Medium.
such as Baron or Duke, even if they have no such Speed. Your base speed is 30 feet.
power, some more extreme Imga may go as far as
shaving their hair and powdering their skin to imitate Agile Climber. You have a climbing speed of 30 feet.
the Altmer, or pretend that they find the smell of Men Fling. Your long arms are adept at throwing objects.
disgusting, and see them as beneath them. You do not have disadvantage when making a thrown
weapon attack at long range, and you can use a d6 in
MYSTERIOUS PEOPLE
place of the normal damage of a thrown weapon.
Additionally, you count as proficient when using
The Imga are relatively mysterious for a race with improvised weapons as thrown weapons.
direct contact with other races. Few of them are Long-limbed. When you make a melee attack on your
famous; the most well-known Imga is Marukh, the turn, your reach for it is 5 feet greater than normal.
First Era prophet that sparked the movement known as
the Alessian Order. Monkey See. You can mimic what you see, as a
reaction after failing a saving throw or attribute check,
During the mid SecondEra the majority of the Imga you can copy the result of the roll of a friendly creature
disappeared from Valenwood for unknown reasons, that rolled for the same check in the current or
some say that they went to ‘visit Falinesti’, which previous round. You must finish a long rest before
vanished from Tamriel centuries ago, it's unknown using this ability again.
when or how the Imga returned to Tamriel, but it is
known that some didn’t disappear at all.
IMGA
FAVORITE ALTMER QUALITIES CULTURAL TRAITS
Your kind tend to have a fascination with the Altmer Imga culture is defined by its fascination with the
and their culture. You can use the Altmer Virtues table Altmer. You have the following cultural traits.
to determine the favorite quality of the Altmer of your Mer Mimicker. During a long rest you can spend 1
Imga character. hour studying the skills of one creature you can see,
you learn one skill or tool proficiency the creature
Altmer Virtues has.You lose that proficiency when you finish a long
d8 Virtue rest. You can only have one proficiency in this way.
1 Skill with magic
Masterful Duelist. You are proficient in blade
2 Architecture
weapons.
3 Elvish weapons and armor
4 Elvish cuisine Bonus Languages. You can speak, read, and write
5 Proper Altmer etiquette Altmeris or Bosmeri (your choice).
6 Altmer language
7 Altmer history
8 Proper conflict
U N C O M M O N H E R I TA G E S 15
KOTHRINGI names were lost to time.
Male Names: Sertalligal, Dikualla, Hiklesi, Dertagasab,
Kothringi, also known as the Lustrous Folk, are a Nedic
tribe of metal-skinned people from Black Marsh. They Lellib, Brerezab, Grudhrir, Alstum, Muscilk.
were avid sailors and devout followers of Z’en, the God Female Names: Hunith, Derhith, Nessuth, Nomik,
of Toil, that died off as a result of the Knahaten Fluas Memnuc, Venori, Vennu, Zurrug, Devut.
many other tribes did.
SILVER SWAMPS
KOTHRINGI
The Kothringi lived in the harsh swamps of Black
ANCESTRAL TRAITS
Your Kothringi character has a variety of abilities as a
Marsh and preferred to go naked unless they were result of their Nedic heritage and metal skin. You have
outside their native lands, revealing their metallic skin the following ancestral traits.
sometimes described as reflective. Known to be avid
followers of Z’en alongside Dibella, Mara, and Age. Like most other human races, Kothringi mature
Kynareth, they were skilled sailors and some even at a normal rate and rarely live for over a century.
acted as legionnaires and mercenaries before their Size. Kothringi tend to be average in terms of height
extinction. when compared to the other races of men. They're 5 to
6 feet tall on average. Your size is Medium.
SILVER CHIMES Speed. Your base walking speed is 30 feet.
The Lustrous Folk were proficient in the creation and Swamp Resilience. You have advantage on saving
use of musical instruments. They made instruments throws against poison, and you have resistance against
from anything, such as drums made from hollow logs poison damage.
and harps made from cliff strider sinew. The
Metal Skin. You have tough, metallic looking skin.
instruments they loved the most were the metal
When you aren't wearing armor, your AC is 13 + your
chimes they wore around their bodies, which would
Agility modifier. You can use your natural armor to
jangle as they walked. They would play beautiful songs
determine your AC if the armor you wear would leave
by hanging the chimes and striking them. The
you with a lower AC. A shield's benefits apply as
Kothringi regarded Dibella as one of their main deities
normal while you use your natural armor.
as a result of their love for music.
Quicksilver Flesh. You can bolster the resistance of
your flesh, as a bonus action, you gain resistance to
EXTERMINATED BY PLAGUE nonmagical slashing or piercing damage for a minute.
Once you use this feature you can’t use it again until
The Kothringi were heavily affected by the Knahaten
you finish a long rest.
Flu, which originated in their homeland of Black
Marsh, they spread it through Tamriel by ship, and
most of the race was killed by the plague. Many claim
that the Argonians are responsible, but they denied KOTHRINGI
this, as the Saxhleel and the Kothringi were close allies. CULTURAL TRAITS
While most believe that the race was completely Kothringi society values craftsmanship, sailing, and
decimated, some did survive through unnatural means: music. You have the following cultural traits.
some made deals with Daedric Princes to survive, Skilled Sailor. You have proficiency in water vehicles
which typically had downsides, while others survived it and navigator’s tools.
by gaining immunity through other means, such as
vampirism or lycanthropy. Kothringi Training. You have proficiency in the
Survival skill, daggers, darts, handaxes, javelins and
One of the most famous events related to their with one musical instrument of your choice.
extinction was the Crimson Ship which contained
refugees that, after not being accepted by any port, Peerless Crafter. You have proficiency with one
sailed west to the Abecean Sea, never to be seen again. artisan’s tool of your choice. Additionally, as part of a
short rest, you can harvest plant fiber, sticks and wood
from the surrounding area to create one of the
KOTHRINGI NAMES following items: a club, up to 20 feet of rope or 1d4
darts, blowgun needles or arrows.
Unlike most Nedic Tribes, Kothringi have unique
names, similarly to the other Nedic Tribes, their full
16 A N T H R O P O L O G Y C O M PA N I O N
LILMOTHIIT FORGOTTEN TO TIME
The Lilmothiit, also known as the Fox-Folk, are a long Like many other tribal races, the Lilmothiit went
forgotten race of vulpine beastfolk from Black Marsh extinct, their culture long forgotten by the rest of
said by some to be related to the Khajiit. Like many Tamriel. Modern historians barely know anything
other tribal groups, the Lilmothiit went extinct as a about the vulpine folk, as their nomadic lifestyle didn’t
result of the Knahaten Flu. allow them to create many permanent settlements,
however they did establish the settlements of Lilmoth
and Blackrose, which would be later used by other
VULPINE CUNNING races. Their true name was also forgotten, as Lilmothiit
The Lilmothiit were a nomadic tribal group, leaving roughly translates as “one who is from Lilmoth” in
behind few settlements or signs of their existence. Ta’agra.
They traded with the nearby tribes of Nedes and By the end of their civilization, the Liltmothiit
beastfolk. They rarely engaged in direct warfare as withdrew deeper into the swamps of their homeland,
their small frame and the viciousness of many in the area near Blackrose, where they were last
creatures in the swamps of Black Marsh made fighting known to live. However, as with many extinct races of
directly dangerous to them. Instead they preferred to Nirn, rumors of their continued existence have been
use their speed, reflexes, and climbing abilities to hide made. It's known that there are supernatural ways of
and dodge predators and enemies, and their cunning resisting any disease, such as lycanthropy and
to outsmart them. Argonians didn’t trust them as they vampirism and it's not unheard of that people have
saw the fox-folk as tricksters that could lead them into made deals with Daedric Princes in desperation in an
traps if they gave them their trust. attempt to survive extinction. Another theory on how
they could have survived is that they may have left for
another landmass as rumors of canine beastfolk in
Akaviri ships have been made, suggesting that they
may have been Lilmothiit sailors believed to be a
different race.
LILMOTHIIT NAMES
Like with most things related to the Fox-Folk, their
names and naming conventions were long lost,
however, some historians believe that they had similar
names to Khajiit.
LILMOTHIIT ANCESTRAL
TRAITS
Your Lilmothiit character has certain natural
characteristics that they share with the rest of their
kind. You have the following ancestral traits.
Age. The lifespan of Lilmothiit tends to be about as
long as other beastfolk—they mature around 15 and can
live to 100 years if healthy without the aid of magic.
Size. Lilmothiit tend to be shorter than most other
humanoids, being 5 to 5'6" feet on average. Your size is
Medium.
Speed. Your base walking speed is 35 feet.
Lilmothiit Agility. You have climbing speed equal to
U N C O M M O N H E R I TA G E S 17
LILMOTHIIT TRIBES
your movement speed. As a reaction when you fall at
LILMOTHIIT CULTURAL
TRAITS
least 10 feet you can subtract up to 30 feet from the fall
when calculating damage taken from falling. You can
use this trait a number of times equal to your Cunning and endurance are greatly valued in Lilmothiit
proficiency bonus, and you regain all expended uses culture. You have the following cultural traits.
when you finish a long rest.
Sly Distraction. As an action on your turn, you can
Vulpine Pounce. When you fall at least 10 feet and distract nearby foes. Until the end of your next turn,
land within 5 feet of a creature, you can make a melee your allies gain advantage on attack rolls against
attack against it. You add 1d6 damage to the attack for enemies within 10 feet of you that you can see. Once
every 10 feet you fall and you don't provoke you use this trait, you can't use it again until you finish
opportunity attacks from that creature for the rest of a short or long rest.
the turn, whether you hit or not. You must finish a
long rest before using this ability again. Fox's Cunning. You have proficiency in one of the
following skills of your choice: Acrobatics, Deception,
Flight Instinct. When a creature moves within 5 feet Perception, Persuasion or Survival.
of you, you can use your reaction to move up to half
your movement speed, provided you didn’t move on Nomad. You have advantage on saving throws against
your previous turn. On your next turn, your movement exhaustion from a forced march.
speed is reduced by the amount you moved as part of Lilmothiit Medicine. You gain proficiency with
this reaction. Opportunity attacks made against you artisan's tools (herbalism kit).
until the start of your next turn are made with
disadvantage.
Keen Smell. You have advantage on Willpower
(Perception) checks relying on smell.
18 A N T H R O P O L O G Y C O M PA N I O N
MAORMER Orgnum is the eternal leader of the Maormer, an
extremely powerful immortal wizard who is said to
(SEA ELVES) grow younger with time. Some say that he is the
Hailing from the harsh land of Pyandonea, the Serpent God of the Satakal. He never let his grudge go
Maormer, or Sea Elves, are a bizarre and often vicious and under his rule the entire culture of the Maormer is
race of Men Known for their strange appearance and dedicated to their hatred against the Altmer.
sea faring ability, as they are some of the best sailors
RUTHLESS SAILORS
on Nirn. They descend from Aldmer exiled from their
homeland, something the Maormer never forgave the
Altmer for. Maormer are powerful combatants, adept at both
spellcasting and martial combat. They are strong
THE FISH ELVES
warriors, being extremely fast and agile in combat and
excelling at boarding ships. They wield powerful storm
The appearance of Maormer is specially weird when magic, being able to manipulate the weather
compared to the other races of Mer as while their conditions to their favor, allowing them to use the
build and general appearance are similar to Altmer, waves to capsize enemy ships, using hurricanes to
their skin is pale, ranging from white to light blue, destroy enemy fleets and shock magic to take out
sometimes having colorless, transparent, jelly-like skin, enemies, they sometimes use totems to channel the
some having chameleon-like skin, or scales covering power of the storm.
parts of their bodies. The ears of Maormer are similar Maormer are also known to use powerful snake
to fish fins and their eyes are pure white. They are magic, allowing them to tame the fearsome sea
accustomed to life underwater, being highly capable serpents that live in the waters of Nirn which they use
swimmers and able to hold their breath for extended as warbeasts and steeds, or winged reef vipers which
periods of time. they use to board enemy ships.
Maormer art, banners, and equipment typically have
RELENTLESS PURSUIT
snake imagery alongside fish or shell patterns, and sea
animals (especially sea serpents),which are a key part
of the cultural identity of Maormer. Their armor and The Maormer have spent centuries trying to take over
clothes is typically green or teal, the armor is typically Summerset, each time leaving behind thousands dead.
made from porpoise hide and orgnium, a mysterious In almost every year of the First and Second Era they
light metal unique to Pyandonea. They also have ravaged the coasts of the elven homeland, and many of
intricate tattoo patterns and some of their ships are those attacks were led by Orgnum himself. Despite that
described as ‘looking insectoid'. every invasion was driven back, the Maormer did
The most fearsome of the Sea Elves are the manage to establish outposts and gain control of some
leviathans: massive scaled monstrosities, towering areas in mainland Tamriel temporarily.
over the tallest Altmer that move like snakes, slithering The last time the Maormer attacked was in the War
over uneven surfaces and moving deftly underwater of the Isle in 3E 110, where the united force of the
and are capable of unhinging their jaws to swallow Summerset Isles and the Empire, alongside the Psijic
their prey whole. Order, destroyed the Maormer fleet. They haven’t
mustered the strength to return to Tamriel ever since.
EXILED MER After their disastrous defeat, Maormer became
extremely rare in Tamriel, even more than before: their
According to Altmer legends, Orgnum, the King of the trading ships rarely dock anywhere and even their
Maormer, was once a rich Aldmer noble who used his pirate ships are rarely seen. However, Maormer pirates
wealth to start a revolution against the government of are still a danger and their crew are known to be
the land leading to him and his followers to be exiled fearsome fighters. Some Maormer leave those crews,
to Pyandonea, a harsh and bug-infested marsh island joining other ships where their natural talents are
kingdom, from the Summerset Isles. However some highly sought after, while others choose to live
tapestries in the Crystal Tower show that they were peacefully in Tamriel, leaving behind their harsh
exiled from Aldmeris. Regardless the Maormer never homeland and the eternal grudge of their people.
forgive their elven cousins for this and would spend
centuries trying to retake what they believe is their
land.
U N C O M M O N H E R I TA G E S 19
MOARMER
SOURCES OF SPITE 5 feet of that point must make an Agility saving throw
with a DC equal to 8 + proficiency bonus + either your
Maormer tend to be gloomy people as their life in the Intelligence, Willpower, or Personality modifier (your
harsh continent of Pyandonea and ancestral hatred of choice). A creature takes 1d10 lightning damage on a
the Altmer taint their view of the world. You can use failed save, or half as much damage on a successful
the Sources of Spite table to determine the things that one. At 5th, 7th, 11th and 17th level you can do an
spite you in life. additional lightning strike on either the same location
or a new one. You must be outdoors to use this trait.
Sources of Spite You can use this trait a number of times equal to your
d8 Source of Spite proficiency bonus, and you regain all expended uses
1 Porpoises when you finish a long rest.
2 Joyful music
Hold Breath. You can hold your breath for up to 15
3 Smiling Altmer children
minutes at a time.
4 Holidays not centered around grief or anger
5 The thought of drowning
6 Eagles as a symbol of the Altmer
MAORMER CULTURAL
TRAITS
7 The Psijic Order
8 The Imga
Sailing and snake magic are important parts of
MAORMER NAMES Maormer culture. You have the following cultural
traits.
Maormer have similar names to Altmer, also rarely
using their surnames. Naval Training. You have proficiency in water vehicles
and navigator’s tools.
Male Names: Cargyrol, Crakorerlaan, Nypham, Kenreh,
Naamnernam, Jylgim, Perge, Kosnalditih, Vilruurla. Serpent Bonding. You can cast animal friendship and
speak with animals an unlimited number of times with
Female Names: Cemyrleth, Vysnehi, Varhirnanwa, this trait, but you can target only snakes and serpents
Zulirmen, Duculwio, Dhylnio, Dharli, Omnulli, with it. Intelligence, Willpower, or Personality is your
Dospenverwi. spellcasting attribute for these spells when you cast
them with this trait (choose when you select this
MAORMER ANCESTRAL
culture).
TRAITS
Maormer Weapon Training. You have proficiency with
polearms and blade weapons.
Your Maormer character has certain natural
characteristics as a result of your aquatic acclimation.
You have the following ancestral traits.
Age. Like all elves, Maormer mature at the same rate
as humans, and can live up to 300 years.
Size. Maormer have similar builds than Altmer, being
around 7 feet tall, but typically having more athletic
builds. Your size is Medium
Speed. Your base walking speed is 30 feet, and you
have a swimming speed of 30 feet.
Stormveins. You have resistance to lightning damage.
Chameleonic Skin. You have advantage on stealth
checks made while underwater.
Tempest. Your Maormer blood has given you some
measure of control over weather, allowing you to
create small storms. As an action, you can perform a
ritual to create a storm directly above you, a bolt of
lightning flashes down from the cloud to a point of
your choice within 60 feet of you. Each creature within
20 A N T H R O P O L O G Y C O M PA N I O N
NEDIC TRIBES DURAKI
The Duraki were a tribe of Nedes in the Deathlands,
The term ‘Nede’ refers to many tribes of Men from all
over the continent of Tamriel, from the Kothringi of what’s now known as Hammerfell. They were skilled at
Black Marsh to the proto-Breton Manmeri of High masonry and known for their worship of the stars.
Rock. Such use of an umbrella term can fool a layman Through their history they fought against many
into believing that all of these differing tribes were of enemies before succumbing to the Yokudan invasion
the same people, possessing similar traits to one that wiped out their civilization.
another—as Nords do to other Nords, or Imperials to
CHILDREN OF THE STARS
other Imperials.
While the Nedic people most certainly shared a
common ancestry, each was culturally distinct from The Duraki formed a religion which worshiped the
one another, possessing different religions, values, and stars, particularly those that formed the birthsign
capabilities that marked each as unique. The Duraki of constellations. Entities known as the Celestials who
the Deathlands, the blind Orma and metal-skinned embodied each of the constellations were the center of
Kothringi of Black Marsh were some of the unique their worship. The Duraki were skilled astronomers
groups of Nedic people. due to this and often had little difficulty navigating
under a starry sky.
LOST TRIBES
GONE BUT NOT FORGOTTEN
No known Nedic tribe lives in modern day Tamriel, as
they all died off decades ago. Many of the Nedic tribes Having fought against Ayleid, Dwemer and Iron Orcs
met their end at the hands of the Ayleids. While some for nearly their entire existence in the Deathlands, the
would later overthrow their elven masters, their Duraki were used to conflict with outside forces.
ancient culture was long gone by then. Others survived However, the Warrior Wave of the First Era, the arrival
the cruelty of the Heartland Elves but disappeared for of the Yokudans, would prove to be the last of what
other reasons, some were killed off by the Knahaten they could endure.
Flu, while others simply intermingled with the other The Duraki were wiped out by the invading Yokudans,
races of Tamriel until their culture fused with theirs. their culture and knowledge lost as their land was
occupied by invading warriors. Now, centuries and
NEDIC NAMES centuries later, their homeland is known as
Hammerfell and the Deathlands are but a distant
While not all Nedic tribes had the same naming memory.
conventions, most had similar names varied in However, that may not have been the complete end
pronunciation. It's unknown if they had surnames or of the Duraki. Many traditions, customs and even
how the naming system for their full names worked, as lingual tics held by modern-day descendants of the
the Nedes that were slaves to the Ayleids didn’t have Yokudans—Redguards—match those held by the people
surnames. they annihilated. Such a thing cannot simply be
Male Names: Merder, Haroth, Tarmumis, Kurath, devised from ruins, speaking to the possibility of much
Vuhrives, Ivnamos, Ridyzok, Gerlizis, Nurynac. of the Duraki population having 7been assimilated into
that of the invading Yokudans.
Female Names: Rellaril, Ninna, Zannobuh, Vahun,
Levare, Villanar, Zitanuh, Dize, Rehe.
U N C O M M O N H E R I TA G E S 21
NEDIC TRIBES
DURAKI 10 feet of you receive the maximum value of healing
ANCESTRAL TRAITS
from all sources of healing.
The Tower. Whenever you take damage from a hostile
Your Duraki character has a variety of abilities as a creature, you can choose to reflect 2 points of
result of their Nedic heritage and harsh homeland. damage from the attack, causing the hostile creature
Age. The Duraki live roughly as long as most other to take the damage instead.
humans. While living over 100 years isn’t unattainable, The Serpent. Choose a damage type when you activate
the average Duraki trends towards only living a century this ability. You gain resistance to and ignore
or shorter. resistance to that damage type for the duration.
Size. Duraki range in size from 5’ to 6’ feet on Essence of Nirncrux. You have resistance to radiant
average. Your size is Medium. damage.
Speed. You have a walking speed of 30 feet.
Celestial Boon. You can channel the power of your DURAKI
personal constellation as a bonus action, increasing
your connection to it and granting yourself a CULTURAL TRAITS
temporary boon. For 1 minute, you gain one of the Duraki culture puts an emphasis on astronomy and
following benefits depending on your birthsign. Once craftsmanship. You have the following cultural traits.
you use this trait, you can't use it again until you finish Guided by the Stars. You gain proficiency with
a long rest. navigator’s tools, and cannot become lost so long as
The Warrior. You can add your proficiency bonus to you can see the sky.
the damage rolls of weapon attacks. Nedic Craftsmanship. You gain proficiency in your
The Mage. All spells cost 1 less magicka to cast for the choice of smiths tools, mason’s tools or tinker’s tools.
duration. In addition, whenever you make an Intelligence
(History) or Intelligence (Nature) check related to the
The Thief. You gain one luck point at the start of each origin of metalwork, metal and stonework, you are
of your turns, which is a d4. You may only have one considered proficient in the History or Nature skill and
luck point from this ability at a time. add double your proficiency bonus to the check,
The Lady. You have advantage on saving throws to instead of your normal proficiency bonus.
resist or nullify conditions. Duraki Weapon Training. You gain proficiency with
The Apprentice. Your magicka surges, and you add blades and polearms weapons.
your proficiency bonus to the damage of all spells
you cast. In addition, your elemental weakness is
NEDE
ANCESTRAL TRAITS
suppressed.
The Lover. You gain a bonus to all Agility rolls equal to
Your Nede character has a variety of abilities coming
your willpower modifier. This includes attack rolls,
from their specific tribe. You have the following
but not damage rolls.
ancestral traits.
The Steed. You may dash as a bonus action. While
Age. Nedes have similar life spans to other humans,
dashing, opportunity attacks made against you are
living for around a century.
made at disadvantage.
Size. Nedes range in size from 5’ to 6’ feet on average.
The Atronach. You regain magicka even when you fail
Your size is Medium.
a saving throw against a spell, and regain 1 point of
magicka from hostile cantrips targeted at you. Speed. Your base walking speed is 30 feet.
The Shadow. You have advantage on all stealth and Nedic Resilience. When you are reduced to 0 hit
sleight of hand checks, and can hide when only points but not killed outright, you can drop to 1 hit
lightly obscured from the creature you are hiding point instead. You can't use this feature again until you
from. finish a long rest.
The Lord. You regain 1d4 hit points at the end of each Tribal Ability. Choose one of the following traits:
of your turns.
Swamp Resilience. You have advantage on saving
The Ritual. You and all creatures of your choice within throws against poison, and you have resistance
22 A N T H R O P O L O G Y C O M PA N I O N
NEDIC TRIBES
against poison damage. advanced other senses to perceive the world around
them, most information about their culture has been
Savage Attacks. When you score a critical hit with a
lost to time, as before their extinction in the late 3rd
melee weapon attack, you can roll one of the
era they rarely left their homeland.
weapon's damage dice one additional time and add it
to the extra damage of the critical hit.
Speed of the Wild. Your speed increases by 5 feet and ORMA
you ignore nonmagical difficult terrain.
ANCESTRAL TRAITS
Nedic Magic. You know one cantrip and one 1st level Your Orma character has a variety of abilities as a
spell from the mage or warden spell list, you can cast result of their Nedic heritage and natural blindness.
it once with this trait and regain the ability to do so
when you finish a long rest. Intelligence, Willpower, or Age. Orma have similar life spans than other humans,
Personality is your spellcasting attribute for this spell living for around a century.
(your choice when you choose this ancestry). Size. Orma have similar builds than the other races of
Toughness. Your hit point maximum increases by 1, men, ranging from 5 to 6 feet. Your size is Medium.
and it increases by 1 every time you gain a level. Speed. Your base walking speed is 30 feet.
Blind. You are blind from birth. As a result, you
NEDE CULTURAL TRAITS automatically fail any perception check relying solely
Nede society is extremely diverse and no two tribes are on sight. Due to your blindness, your other senses have
the same. You have the following cultural traits. become much more acute. You have blindsight out to
30 feet, allowing you to perceive your environment
Skill Proficiency. You gain proficiency with one skill or accurately within that radius, you are considered Blind
artisan’s tools. beyond this radius. However, you cannot perceive
Cultural Expertise. Choose one of the following traits: anything regarding sight, such as color or script. If
subject to the Deafened condition, blindsight does not
Nedic Craftsmanship. You gain proficiency in your function, and you count as Blinded until the condition
choice of Smiths tools, Mason’s Tools or Tinker’s tools. is removed or wears off.
In addition, whenever you make an Intelligence
(History) or Intelligence (Nature) check related to the Keen Hearing and Smell. You have advantage on
origin of metalwork, metal and stonework, you are Willpower (Perception) checks relying on hearing or
considered proficient in the History or Nature skill and smell.
add double your Proficiency Bonus to the check, Honed Senses. As a bonus action you focus on your
instead of your normal Proficiency Bonus. surroundings and sharpen your reflexes, for a minute,
Guided by the Stars. You gain proficiency with the first attack directed toward you after your turn is
Navigator’s Tools, and cannot become lost so long as done with disadvantage and your blindsight range is
you can see the sky. doubled. Once you use this trait, you can't use it again
until you finish a short or long rest.
Skilled Sailor. You have proficiency in Water Vehicles
and Navigator’s Tools.
Cunning Artisan. You have proficiency in ORMA
Leatherworker’s Tools, and as part of a short rest, you
can harvest bone and hide from a slain beast,
CULTURAL TRAITS
Orma culture values agility and survival. You have the
construct, dragon, monstrosity, or plant creature of
following cultural traits.
size small or larger to create one of the following
items. a shield, a club, a javelin, or 1d4 darts or Orma Weapon Training. You have proficiency in
blowgun needles. To use this trait, you need a blade, Polearm Weapons.
such as a dagger, or appropriate artisan's tools, such as
Marsh Survivor. You gain proficiency in your choice of
leatherworker's tools.
the Nature, Survival, or Stealth skill.
ORMA
Blinding Speed. Your walking speed increases by 5
feet.
Not much is known about the Orma people, they were
a Nedic Tribe from the depths of the swamps of Black
Marsh who were born blind, using their highly
U N C O M M O N H E R I TA G E S 23
REACHFOLK territory, Moricar the Middling, his son, ruled after his
death. Eventually, Moricar’s son, Leovic inherited the
Native to the southwestern area of Skyrim and western ruby throne, he ruled until he legalized Daedra worship
High Rock, the Reach, the Reachfolk, also known as in Cyrodiil, which caused an open rebellion lead by
Reachmen or Witchmen of High Rock, are a tribal race Duke Varen Aquilarios of Chorrol, which ended in the
of humans seen as brutal savages, they are known for dead of Leovic at the hands of Varen and the end of the
their use of hedge-magic and their mixed descendancy, Longhouse Emperors.
having heritage from most of the races of Tamriel.
The Reachfolk were largely independent during the
Second Era until the arrival of King Cuhlecain who
MIXED DESCENDANCY breach through their lines and defeated them, allowing
the Nords to take over the Reach until the Fourth Era
While physically similar to Bretons, Reachfolk have where a group of Reachmen led by Madanach took
blood of most races in Tamriel, descending from the over the Reach, in an even known as the Forsworn
original Nedic settlers of the Reach, intermingling with Uprising, they formed an independent kingdom until
the Altmer and Nords settlers, the Orc tribes and the Jarl Hrolfdir enlisted the help of a militia led by Ulfric
Nedic Keptu and even Imperials. Stormcloak to retake the Reach, they were successful
Reachfolk typically use clothes, armor and weapons in driving the Reachfolk from Markarth, who then
made out of bones, copper and hide, some wear the spread out through the Reach and formed a terrorist
heads of elks as helmets in honor of Hircine, one of organization known as the Forsworn, who terrorized
their main gods. They tend to live inside caves or in the Reach since.
camps, with tents made from hide and bone.
LIFE OF HARDSHIPS
FRACTURED CLANS The Reachfolk embrace hardship and see life as a
Reachfolk live in many separate clans, each with their challenge to overcome, they worship the Daedric
own culture and way of life, while most share the Princes and many other spirits but differently than the
same religion and beliefs they aren’t a unified culture, rest of Tamriel, they have a “give and take” relationship
some are nomadic while others have settled villages, with their deities, they teach them how to be stronger
some are peaceful and want to be left alone by the by challenging them with the struggles of surviving the
other races while others are brutal marauders that raid everyday in the harsh Reach.
and pillage the cities of the other inhabitants of the The Reachmen believe in there only existing 2 worlds,
Reach, many clans have Hagravens as matriarchs, the world of flesh and the world of spirit, the world of
horrible fusions of woman and bird born from dark flesh didn’t exist until Lorkh, the Reachfolk’s version of
rituals. Lorkhan, sacrificed himself to create the world of flesh
Each clan is led by a chief, chieftain, elder, speaker or from the darkness of the world of spirit, one that
king, but the ones that call themselves king are seen as teaches through suffering. After Lorkh’s sacrifice,
simply trying to glorify themselves, as there’s no true Hircine became the Lord of the Arena, the ruler of the
king of the Reachmen. The Reachfolk don’t kneel world of flesh, while Namira was the queen of the
before any king, even a reachfolk king, as doing so is spirit world.
showing weakness. For the Reachfolk the Daedric Princes as greater
spirits, Hircine and Namira act as their main deities,
WAR-TORN LAND
being the Lord of the Arena and the Queen of the Spirit
World respectively, they see Malacath, Molag Bal and
The Reach is a land of perpetual conflict and brutality, Mehrunes Dagon as spirits who test them by
the land was long disputed by the Direnni Hegemony tormenting them, they see Nocturnal as the spirit of
and the First Empire of the Nords, followed by the the night, and Peryite as the Lord of Order, who sends
Alessian Empire and Second Empire, which the plagues to make their future generations stronger
Reachfolk fought against for years, lead by the famous against disease and keep the population in check.
Red Eagle against the Alessian Empire, and later
THE WITCHMEN
inspired by his life against their other enemies.
During the Second Era, a group of Reachmen led by
Durcorach the Black Drake took over Cyrodiil and While the Reachfolk are widely hated by the rest of
started the dynasty known as the Longhouse Emperors, Tamriel, their are also known for their abilities, their
marrying Veraxia Tharn to solidify his rule. Eventually survival knowledge is better than even the most
he died in High Rock while trying to expand his zealoth Bosmer, as their entire worldview is built
around the harshness of life, their warriors are strong
24 A N T H R O P O L O G Y C O M PA N I O N
REACHFOLK
and fearless, used to live a life of constant violence,
REACHFOLK ANCESTRAL
TRAITS
and their bodies and minds are resilient as a result of
their harsh life.
One of the most well known aspects of the Your Reachfolk character has a variety of abilities as a
Reachmen is their use of Hedge-Magic, also known as result of your mixed heritage. You have the following
Reach-Magic, dark magic used in profane rituals to ancestral traits.
warp nature, able to create bloodthirsty twisting vines Age. Your elven lineage allows you to live slightly
that corrupt the land. They are also known to perform longer than your human counterparts. Your average
dark ceremonies to turn warriors into Briarhearts, lifespan is 150 years. However, the tribal lifestyle of the
abominations created by replacing their hearts with a Reachmen makes it so they rarely live for over 50 years.
poisoned briar, which spend its existence in perpetual
pain. Size. Reachman are more broad and hardy than your
average Breton. They range from 5 to 6 feet tall. Your
While most Reachfolk stay with their clans, some size is Medium.
leave and use their abilities for adventuring, Reachfolk
mercenaries are often wanted as trackers or frontline Speed. Your base walking speed is 30 feet.
fighters, while some witches or shamans may be Spell Warding. You have a natural ability to ward off
wanted in adventuring parties for their nature magic. the hazardous effects of magic. Once on each turn,
when you take damage from a spell, the total damage
CLAN CUSTOM
is reduced by an amount equal to your proficiency
bonus.
Reachfolk tribes are extremely varied, having different Hedge-Magic. You know the druidcraft cantrip.
beliefs, rites and outlooks in life. You can use the Clan Starting at 3rd level, you can cast the bane spell with
Custom table to determine the specific custom of your this trait, without a material component. Starting at
clan. 5th level, you can also cast the spike growth spell with
this trait, without a material component. Once you
Clan Custom cast bane or spike growth with this trait, you can't cast
d8 Clan Custom that spell with it again until you finish a long rest. You
1 Wearing the skin of the first animal you killed can also cast either of those spells using any magicka
2 Carving Daedric symbols into your weapon points you have.
3 Applying ceremonial body paint once a week
4 Monthly feasts with the meat of animals you hunt Intelligence, Willpower, or Personality is your
5 Sacrificing a rare beast or powerful enemy to Hircine once a
spellcasting attribute for these spells
month when you cast them with this
6 Praying after slaying prey trait (choose when you
7 Ritual dances under the moonlight select this ancestry).
8 Rubbing oils extracted from plants every day, which give you Rend for the Old Gods. You
a strange odor
can attempt to rend an
REACHFOLK NAMES
enemy in the name of the old
gods. When you hit a creature
Reachfolk have gutural names, some sounding similar with a weapon attack or spell
to Breton or Nordic names, and they have clan names, you can deal an additional 1d6
similar to Nords, typically named after animals, plants necrotic damage, if this attack
and other natural elements.. reduces the target to 0 hit
points, every hostile
Male Names: Droch, Angich, Nilnin, Rilner, creature within 15 feet
Promdorkig, Manragruch, Sammual, Damvas, must make a Willpower
Wagmas. save or be frightened by
Female Names: Almuma, Biae, Pecdera, Sangeda, Vaze, you until the end of
Enrora, Fovo, Eiawe, Omlotu. their next turn. The
DC is equal to 8 +
Clan Names: Bonepike, Shadowbranch, Wolf-Strider, proficiency bonus + the
Elkheart, Stoneclaw, Ruin-Bringer, Durzogfang, attribute modifier used for the
Bloodbark, Ravenwing. attack.
You can use this trait a number of times
U N C O M M O N H E R I TA G E S 25
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest. SNOW ELF
Once a great and proud race that ruled Skyrim, the
Snow Elves, or Falmer, were persecuted and almost
REACHFOLK CULTURAL exterminated by the Nords in a long and brutal
TRAITS
campaign, only to be betrayed by the Dwemer and
turned into the degenerate Falmer that live beneath
Reachfolk value hard work, self-sustainability and the surface of Skyrim.
cunning. You have the following cultural traits.
SKIN OF SNOW
Wild Speed. If you starts your turn within 5 ft. of an
ally that isn't incapacitated, your movement speed
increases by 5 ft. until the start of your next turn. The Snow Elves were similar to the Altmer, but with
Hunter's Lore. You gain proficiency with two of the skin and hair as white as snow and gray eyes, they had
following skills of your choice: Animal Handling, a high resistance to the cold, rivaling that of the Nords,
Nature, Perception, Stealth, and Survival. and had similar art and architecture to the Altmer, but
preferring white rock for buildings, similar to the
Cunning Artisan. As part of a short rest, you can Ayleid’s architecture.
harvest bone and hide from a slain beast, dragon,
monstrosity, humanoid or plant creature of size small
or larger to create one of the following items: a short ADVANCED CIVILIZATION
bow, a club, a javelin, or 1d4 darts, blowgun needles or
While at its peak the Snow Elf civilization rivaled the
arrows. To use this trait, you need a blade, such as a
Altmer’s, not much is known about their culture: their
dagger, or appropriate artisan's tools, such as
ruins show that they had advanced magical knowledge
leatherworker's tools.
and their architecture rivals some of the best Altmer or
Weathered. You have advantage on saving throws Ayleid buildings. One of the most magnificent of their
against environmental hazards, such as blizzards or buildings was the Chantry of Auri-El, who was their
hail. main god.
While Falmer and Snow Elf are interchangeable in the
same way that Altmer and High Elf are, in modern
times Falmer tends to be used to refer to the
degenerate blind creatures and Snow Elf to the
uncorrupted people.
CRUEL FATE
The Snow Elf civilization was prosperous and wealthy
until the Night of Tears, where the Snow Elves, for
reasons unknown, attacked the Atmoran settlement of
Saarthal. Only Ysgramor and his two sons survived,
it is said that they went back to Atmora and
returned with the Five Hundred Companions
who wiped out any settlement they found,
signaling the end of the Snow Elf civilization.
Contrary to popular belief, the Snow
Elves were driven from Skyrim during the
reign of High King Harald, instead of
Ysgramor’s reign. By then, the few
survivors turn to their elven cousins, the
Dwemer, for help, whom in turn enslaved
them and forced them to eat toxic fungi
that would make them blind and with
time turn them into the degenerate
Falmer of today.
With time the Snow Elves became a
legend, their civilization was forgotten
26 A N T H R O P O L O G Y C O M PA N I O N
SNOW ELF
and even their twisted forms were rarely seen, resistance to cold damage. This effect lasts for 1
however, some may have survived, groups of Snow minute, and any leftover temporary hit points are
Elves may have fled and hide until modern times, removed when the effect ends. You must finish a long
escaping both the Nords and the Dwemer’s deal, rest before using this feature again.
Variant Trait: Blindness
others may have survived through more unnatural
means, such as vampirism, or a Falmer may be cured
and turn back into the proud race they once were. If the campaign you are playing takes place
between the Dwemer taking Snow Elf refugees and
ANCESTRAL TRAITS
and you count as Blinded until the condition is
removed or wears off.
Your Snow Elf character has a variety of natural
abilities common with all other Snow elves.
Age. As all elves, Snow Elves are long lived, maturing SNOW ELF
at the same rate as humans, but possibly living longer CULTURAL TRAITS
than 300 years. Snow Elves value education and piousness, and were
Size. The Snow Elves have similar builds to the renowned for their architecture. You have the
Altmer, being between 6 and 7 feet tall. Your size is following cultural traits.
Medium. Falmer Lore. You gain proficiency with one skill of
Speed. Your base walking speed is 30 feet. your choice from Arcana, History, Nature, or Religion.
Ice Veins. Your Snow Elf blood grants you resistance Frost Acclimation. You have advantage on Agility
to cold damage. (Stealth) checks made to hide in snowy terrain and
ignore the disadvantage on Willpower (Perception)
Falmer Magic. You know the ray of frost cantrip. checks due to low visibility caused by nonmagical fog,
Intelligence, Willpower, or Personality is your rain, snow or similar weather.
spellcasting attribute for these spells when you cast
them with this trait (choose when you select this Magical Intuition. Starting at 3rd level, you can cast
ancestry). the identify spell with this trait, without material
components. Once you cast this spell with this trait,
Frost-blood Aura. You can use your control of ice to you can't cast that spell with it again until you finish a
aid your allies. As an action, you can create an aura of long rest. You can also cast this spell using any
frost around you, you and every ally in a 15-foot radius magicka points you have.
centered on you gain temporary hit points equal to
half your level (rounded up) at the start of each of your Intelligence, Willpower, or Personality is your
turns while the effect is active. Additionally, everyone spellcasting attribute for these spells when you cast
who has temporary hit points from this trait gains them with this trait (choose when you select this
culture).
U N C O M M O N H E R I TA G E S 27
ADDITIONAL
HERITAGES
28 A N T H R O P O L O G Y C O M PA N I O N
CHAPTER 2: ADDITIONAL HERITAGES
T
hough many Ancestries and Cultures are Additionally, as an action you can apply this poison to
provided in the Delvebound core rules, they any piercing or slashing weapon, though when you hit
weren’t exhaustive to the entirety of the the poison reacts differently. The next time the weapon
peoples that exist on Nirn and beyond. This hits a target it must succeed on a DC 12 Endurance
chapter adds to the existing Heritages by providing saving throw or take 2d4 poison damage. Once applied,
new Ancestries and Cultures, like the elusive Paatru the poison retains potency for 1 minute before drying
and Sarpa Argonians, the Iron Orcs of the Dragontail and you can’t apply it in a weapon again until you
Mountains, and even the Clockwork Apostles of the finish a long rest.
Clockwork City.
Standing Leap. Your long jump is up to 25 feet and
As with the Heritages that were provided in the your high jump is up to 15 feet, with or without a
previous chapter, work with your GM to determine if running start.
these options can be available in your campaign and
how they might fit in.
PAATRU
ARGONIAN CULTURAL TRAITS
Their noxious bodies have granted the Paatru a great
The Hist can shape the Argonian people to be one of
understanding of poisons.
many shapes with different tribes having different
physical characteristics. The Paatru and Sarpa Poison Affinity. You gain proficiency with artisan's
Argonians are presented here with traits for both tools: poisoner’s kit. Additionally, the amount of time it
Subancestries and Subcultures. takes to craft or harvest poison is reduced by half.
PAATRU SARPA
Paatru are a tribe of Argonians that live in the depths The Sarpa are a tribe of winged Argonians that live in
of Black Marsh. They are poisonous and their body is the innermost swamps of Black Marsh, they rarely
similar to a toad. They tend to be extremely have any contact with the rest of Tamriel and are
xenophobic. extremely xenophobic.
PAATRU SARPA
ANCESTRAL TRAITS ANCESTRAL TRAITS
Your Argonian character has a variety of natural Size. Sarpa are shorter than their cousins, with builds
abilities common with all other Paatru Argonians. similar to that of humans, they stand from 5 to 6 feet
tall, and they have slim but athletic builds. Your size is
Size. Paatru are shorter and wider than their cousins,
Medium.
they stand around 5’ to 5’5’’ feet tall and weigh less
than 200 pounds. Your size is Medium. Appearance. Sarpa have similar appearance to
saxhleel, but with wings below their arms and features
Appearance. Paatru appear similar to toads, with
similar to that of hackwings.
vocal sacs in their necks, larger, squat bodies compared
to their brethren, and more colorful scales. Glide. If you are not incapacitated or wearing heavy
armor, you can extend your skin membranes and glide.
Poisonous Skin. Any creature that grapples you or is
When you do so, you can perform the following aerial
grappled by you must succeed on a DC 12 Endurance
maneuvers:
saving throw or become poisoned for 1 minute. A
poisoned creature no longer in direct contact with you ◈ When you fall, you can move up to 5 feet
can repeat the saving throw at the end of each of its horizontally for every 1 foot you descend.
turns, ending the effect on itself on a success.
A D D I T I O N A L H E R I TA G E S 29
ADDITIONAL HERITAGES
◈ When you would take damage from a fall, you can
use your reaction to reduce the fall's damage to 0.
Speed of the Hist. You ask the Hist for increased
swiftness in battle. As an action, your wings get
stronger and your legs faster. For a minute, you can
move up to 10 feet horizontally, instead of 5 feet, when
you use your glide feature, your walking speed
increases by 10 and you have advantage on Strength
(Athletics) checks to run, climb or swim and attribute
checks to escape from grapples. Once you use this
trait, you can’t use it again until you finish a long rest.
SARPA
CULTURAL TRAITS
The Sarpa train their flying capabilities from an early
age to be masters of their natural abilities.
Flyer. You have proficiency in one of the following
skills of your choice: Acrobatics or Athletics.
BRETON
Bretons of High Rock are a wide and varied people, but
we mostly hear about those in the feudal kingdoms.
Many cultures of Bretons exist, from the Wyrds of
Glenumbra, to the Druids of the Systres. Here, we look
at the nomadic Bretons of the Bjoulsae River. This is
treated as a Subculture, which includes some of the
Breton Cultural traits found the the Delvebound core
rules, but replaces other traits with new ones.
RIVER HORSE
CULTURAL TRAITS
The River Horse Bretons, Horsemen, or Bjoulsae River
Tribes, are a subculture of Bretons that live in the
Bjoulsae River region. As a nomadic tribal group known
for breeding and riding horses, you have the following
traits that differentiate you from other Bretons:
Breton Culture. You have the Breton’s Find Familiar
cultural trait, but you gain the following cultural traits
instead of Magical Studies and Tool Proficiency.
Horse Nomad. You can use a bonus action to mount
or dismount a creature without spending movement
speed.
Equestrian. You have proficiency in the Animal
Handling skill
Brave. You have advantage on saving throws against
being frightened.
30 A N T H R O P O L O G Y C O M PA N I O N
ADDITIONAL HERITAGES
IMPERIAL
Apostle, and so, this Culture exists on its own without
a connection to a particular Ancestry.
The Empire of Cyrodiil has influenced almost every
CLOCKWORK APOSTLE province of Tamriel, and even places beyond this
CULTURAL TRAITS
continent. Those continents, specifically Akavir, had a
profound impact on Imperial culture, especially during
The devout followers of Sotha Sil, the Clockwork the early Second Era when the Tsaesci ruled the
Apostle study advanced technology and replace parts Empire. These people, the Rim-Men, are the
of their body with machinery to show their devotion to descendants of Imperials, but rather than being a
their god. You have the following cultural traits. Subculture, they are represented as their own Culture.
Perfected Body. You replaced parts of your flawed
anatomy with Sotha Sil’s perfect creation. You have RIM-MEN
CULTURAL TRAITS
advantage on saving throws against being poisoned or
diseased, and you are resistant to poison damage.
Additionally, you can use your mechanical limbs to Descending from the Tsaesci that served the Second
make unarmed strikes. If you hit with them, you deal Empire, the Rim-Men live in Elsweyr, practicing their
bludgeoning damage equal to 1d6 + your Strength ancestral religion and culture isolated from the rest of
modifier. the Imperials.
Mender. You know the mending cantrip. Intelligence, Elemental Blessing. You have been blessed by one of
Willpower, or Personality is your spellcasting attribute the four elemental gods. You learn one of the cantrips
for that cantrip (choose when you select this culture). listed below. At the end of a short or long rest you can
change that cantrip for another cantrip listed in this
Clockwork Lore. Whenever you make an Intelligence feature. Intelligence, Willpower, or Personality is your
(History) or Intelligence (Arcana) check related to spellcasting attribute for that cantrip (choose when
magic items, alchemical objects, technological devices you select this culture).
or the Clockwork City you can add twice your
proficiency bonus, instead of any proficiency bonus Myn’s Might. You know the produce flame cantrip.
you normally apply. Zisa’s Grace. You know the acid splash cantrip.
Tinkerer. You have proficiency with artisan's tools Nyfa’s Anger. You know the stonefist cantrip.
(tinker's tools). Using those tools, you can spend 1
hour and 40 septims worth of materials to construct a Ilni’s Beauty. You know the finger of the mountain
tiny clockwork device (AC 5, 1 hp). The device ceases to cantrip.
function after 24 hours (unless you spend 1 hour Tsaesci Training. You have proficiency in one exotic
repairing it to keep the device functioning), or when weapon of your choice.
you use your action to dismantle it; at that time, you
can reclaim the materials used to create it. You can
have up to three such devices active at a time.
When you create a device, choose one of the
following options, other devices can be built at GM’s
discretion:
Clockwork Toy. This toy is a clockwork animal, monster,
or person, such as a guar, skeever, bird, dragon, or
soldier. When placed on the ground, the toy moves 5
feet across the ground on each of your turns in a
random direction. It makes noises as appropriate to
the creature it represents.
A D D I T I O N A L H E R I TA G E S 31
ADDITIONAL HERITAGES
KHAJIIT MANE
Aside from the more common furstocks of Tamriel, there ANCESTRAL TRAITS
are two other types: the Dro-m'Athra, Khajiit corrupted The Manes are a rare kind of furstock only being born
by the Daedric Prince Namiira, and the Mane, a rare when both moons eclipse the sun, where the Third
breed of Khajiit who rule over their kind. These two Moon appears. Only a single Mane is chosen at a time,
Ancestries are described here. serving as the spiritual leader of the Khajiit. Any other
Mane who isn’t chosen to act as the leader of the
DRO-M’ATHRA
Khajiit becomes a Forgotten Mane, and they are
typically sent to the Pride of Alkosh.
ANCESTRAL TRAITS Manes are particularly susceptible to the Dark Moon,
Dro-m’Athra are Khajiit who were corrupted in life, with and therefore to becoming a Dro-m’Athra.
their souls being claimed by Namiira, they have black fur
Size. Mane are of similar height than men, ranging
with glowing lines covering their bodies, they come to
from 5 to 6 feet. Your size is Medium.
Nirni from the Dark Behind the World, where they dance
to the beating of the Heart of Lorkaj. Saving Face. If you miss with an attack roll or fail an
attribute check or a saving throw, you can gain a
Khajiit can be corrupted in multiple ways, most
bonus to the roll equal to the number of allies you can
commonly through the Bent Dance, where people with
see within 30 feet of you + your proficiency modifier.
personality flaws are more susceptible.
Once you use this trait, you can't use it again until you
Size. Dro-m’Athra are the same size they were before finish a short or long rest.
being corrupted. Your size is small or Medium.
Born to Rule. Whenever an ally within 30 feet of you
Void-Born. You were reborn in the infinite Padomaic that can hear and see you makes an attack roll or
seas of Oblivion, giving you the following benefits and saving throw, you can use your reaction to shout a
restrictions. command at that creature. That creature adds a d4 to
its roll. You can do this a number of times equal to
◈ You don’t pick a birthsign.
your proficiency modifier. You recover all uses after a
◈ You are immune to disease
short or long rest.
◈ You don't need to eat, drink or sleep, and magic
can't put you to sleep.
◈ When you take a long rest, you must spend at least
six hours in an inactive, motionless state, rather
than sleeping. In this state, you appear inert, but it
doesn't render you unconscious, and you can see
and hear as normal.
◈ Your creature type is Fiend (Daedra), rather than
Humanoid.
Plane Shift. You can momentarily travel into the planes
of Oblivion to mitigate damage. As an action, you can
shift between planes, gaining damage resistance to all
damage types except for force until the end of your next
turn. Once you use this trait, you can’t use it again until
you finish a long rest.
Charm. You know the Charm Person spell, and you can
cast it as a 1st level spell. Once you cast this spell with
this trait, you can't cast that spell with it again until you
finish a short or long rest. You can also cast this spell
using any magicka points you have.
Intelligence, Willpower, or Personality is your
spellcasting attribute for this spell (choose when you
select this Ancestry).
32 A N T H R O P O L O G Y C O M PA N I O N
ADDITIONAL HERITAGES
ORSIMER REDGUARD
Found in the Dragontail Mountains, Iron Orcs provide There are many cultures of the Redguard left to be
another option for a subculture of the Orsimer explored and this section includes two new options for
Heritage, in addition to the three that can be found in subcultures: the secretive Ash’abah and the nomadic
the Delvebound core rules. Silverhoof Horsefolk.
SILVERHOOF HORSEFOLK
CULTURAL TRAITS
Also known as the Horsemen, the Silverhoof Horsefolk
are a nomadic tribe of Redguards who arrived to
Tamriel earlier than the rest of their kind. They tame
and take care of horse herds as their livelihood and
worship a deity they call the Herd Mother.
Horse Nomad. You can use a bonus action to mount
or dismount a creature without spending movement
speed.
Equestrian. You have proficiency in the Animal
Handling skill.
A D D I T I O N A L H E R I TA G E S 33
HERITAGE
FEATS
34 A N T H R O P O L O G Y C O M PA N I O N
CHAPTER 3: HERITAGE FEATS
A
s a character levels up, they gain features The feats are presented below in alphabetical order.
from their class that helps define what
they can do. Sometimes, campaigns allow
the use of Feats to help customize a CELESTIAL SYMPATHY
character further. Feats are an optional rule described Prerequisite: Duraki Ancestry
in the 5e core rules and the GM decides if Feats can be
used in a campaign. They can also choose to allow Your connection with the stars above increases,
some Feats, but not all. allowing you to temporarily change the star you were
born under.
This chapter provides additional Feats that can be
used in a campaign, but they are dedicated to your As an action you can channel the stars and change
character’s Heritage. These special feats are associated your current birthsign for another one for 10 minutes,
to the Heritage options provided in this book and are gaining any attribute increase and bonus given by the
summarized in the Heritage Feats table below. A new birthsign for the duration.
Heritage feat requires your character to have a Additionally, when you use your Celestial Boon feature
particular Ancestry or Culture, and it represents a while this feat is active you get the effect of your new
heightened connection to an aspect of your Heritage. birthsign, and any attribute increase or similar bonus
Some Heritage feats indicate a deeper knowledge in you gained from your starting birthsign is lost for the
certain cultural facets of your Heritage, while others duration. Once you use this ability you can't use it
manifest physical changes or even transformations. again until you finish a long rest.
How these changes come to fruition can be up to you
CRUELTY
and your GM to determine. Consider what happened to
your character to facilitate these changes. Perhaps
they experienced character growth through the stories Prerequisite: Ayleid (Daedra-worshiper) Culture
told within the game. Or maybe they found a latent
connection to their Heritage that emerged after Your kind is known for relishing in the suffering of
personal development or maturation. others, and you know how to make your attacks
especially painful.
Heritage Feats Once per turn, when you score a critical hit with a
Heritage Type Feat weapon attack or spell, you can deal an additional 1d6
Ayleid Culture Wear Lore as Armor damage and force the creature to make an Endurance
Ayleid Culture Cruelty saving throw with a DC equal to 8 + your proficiency
Chimer Ancestry Veloth’s Resilience modifier + your Strength or Intelligence modifier (your
Duraki Ancestry Celestial Sympathy choice). On a failed save, the target reels back in pain.
Dwemer Ancestry Strong Mind Any attribute check or attack is done with
Half-Sea Giant Ancestry Sea Control disadvantage, it loses concentration and its movement
Imga Culture Elven Culture speed is reduced by 10 feet. At the end of each of its
Enthusiast turns, it can repeat the saving throw, ending the effect
Kothringi Ancestry Skin of Ebony on a success.
Lilmothiit Ancestry Vulpine Speed
Maormer Ancestry Sea Control
Maormer Ancestry Storm Mastery
Nede Ancestry Nedic Hardiness
Orma Ancestry Mastered Senses
Reachfolk Ancestry Mixed Ancestry
Snow Elf Culture Snow Sorcery
H E R I TA G E F E A T S 35
FEATS
ELVEN CULTURE ENTHUSIAST roll, or saving throw you make. You can wait until
after you roll the d20 before deciding to use the Luck
Prerequisite: Imga Culture Dice, but must decide before the DM determines
whether the roll succeeds or fails.
You are a particularly big fanatic of Altmeri culture,
and you have studied their history and society to a You regain your expended Luck Dice when you
fault. You gain the following benefits: finish a long rest. You can never have more than one
Luck Dice from this trait at a time.
◈ Increase your Intelligence or Personality by 1, to a
maximum of 20. Nedic Resilience. When you are reduced to 0 hit points
◈ You gain proficiency with one skill of your choice but not killed outright, you can drop to 1 hit point
from arcana, history, nature, or religion or one instead. You can't use this feature again until you
artisan's tools of your choice from alchemist's finish a long rest.
supplies, calligrapher's supplies, or jeweler's tools.
◈ You learn one cantrip from the mage spell list.
Your spellcasting attribute for this feat's cantrip is NEDIC HARDINESS
Intelligence, Willpower, or Personality (choose
Prerequisite: Nede Ancestry
when you select this feat).
◈ Whenever you make an Intelligence (History) Your people have been through a lot, constantly
check related to the history or culture of the fighting for survival in the harsh wilderness of Tamriel.
Altmer, you are considered proficient in the History You gain the following benefits:
skill and add double your proficiency bonus to the
◈ Increase your Endurance by 1, to a maximum of 20.
check, instead of your normal proficiency bonus.
◈ When you are exhausted, you suffer the effects of
one level less than your current level of
MASTERED SENSES exhaustion. For example, at 1st level, you suffer no
adverse effects.
Prerequisite: Orma Ancestry ◈ Immediately after you use your Nedic Resilience
trait, you can use your reaction to make one
Your lack of sight has allowed you to master your other
weapon attack.
senses. You gain the following benefits:
◈ Increase your Willpower by 1, to a maximum of 20.
◈ Your blindsight range increases by 10 feet. SEA CONTROL
◈ You gain proficiency in the Perception skill. If you
Prerequisite: Half-Giant (Half-Sea Giant) Ancestry,
are already proficient in the skill, you add double
Maormer Ancestry
your proficiency bonus to checks you make with it.
◈ When you use your Honed Senses feature you also You learn how to manipulate the ocean, and how to
increase your AC by 1 for the duration. become deadlier under the sea. You gain the following
benefits;
36 A N T H R O P O L O G Y C O M PA N I O N
FEATS
SKIN OF EBONY STORM MASTERY
Prerequisite: Kothringi Ancestry Prerequisite: Maormer Ancestry
Your metal skin becomes even tougher. You gain the Your mastery of weather increases, allowing you to
following benefits: bend storms at will. You gain the following benefits:
◈ Increase your Endurance by 1, to a maximum of 20. ◈ You gain resistance to thunder damage.
◈ While Quicksilver Flesh is active you have ◈ You learn the finger of the mountain cantrip, if you
advantage on Strength, Endurance, and Agility already know this cantrip, choose another cantrip
saving throws against effects that deal damage. that deals thunder or lightning damage instead.
◈ While Quicksilver Flesh is active you reduce the Your spellcasting attribute for this feat's cantrip is
damage taken from nonmagical damage of the Intelligence, Willpower, or Personality (choose
type you aren’t resisting by 3. when you select this feat).
◈ The damage die of your Tempest feature increases
to d12.
SNOW SORCERY ◈ When you deal lightning damage against an enemy
that’s submerged or standing in water, you deal an
Prerequisite: Snow Elf Culture
additional 1d4 damage.
You have developed your frost magic further. You gain ◈ If you roll a 20 in an attack roll with a weapon or
the following benefits: spell that deals lightning damage, or a creature
you target rolls a 1 on a saving throw against an
◈ You learn impaling shards and frozen gate, each of
effect that deals lightning damage, the target is
which you can cast once without expending
dazed until the end of their next turn.
magicka points. You regain the ability to cast those
two spells in this way when you finish a long rest.
◈ Your spellcasting attribute for this feat's spell is
Intelligence, Willpower, or Personality (choose
STRONG MIND
when you select this feat). Prerequisite: Dwemer Ancestry
◈ When you cast a spell that deals damage you can
Your people’s minds are particularly strong against
change its damage type to cold. You can use this a
effects that would affect or hurt them. You gain the
number of times equal to your proficiency bonus,
following benefits:
and you regain all expended uses when you finish a
long rest. ◈ You gain resistance to psychic damage.
◈ Choose one of the following attributes:
Intelligence, Willpower, and Personality, you have
advantage on saving throws against magic with
that attribute.
◈ Nothing can read your thoughts, unless you allow
it to happen.
H E R I TA G E F E A T S 37
FEATS
TITAN STRENGTH
Prerequisite: Half-Giant Ancestry
Your giant lineage makes you far stronger than other
mortals. You gain the following benefits:
◈ Increase your Strength or Endurance by 1, to a
maximum of 20.
◈ Your unarmed strike uses a d6 for damage.
◈ You deal double damage to objects and structures.
◈ You have advantage on checks to shove, grapple or
escape from grapples against creatures that are a
smaller size than you.
◈ When you shove a creature, you can push them an
extra 5 feet.
VELOTHI’S RESILIENCE
Prerequisite: Chimer Ancestry
The faith of your people allows them to fight on even
when it all seems lost. You gain the following benefits:
◈ Increase your Endurance or Willpower by 1, to a
maximum of 20.
◈ You can use a bonus action, instead of an action,
to use Chimer’s Will.
◈ Chimer’s Will now also ends the grappled,
restrained, staggered, or weakened conditions.
VULPINE SPEED
Prerequisite: Lilmothiit Ancestry
You unlock the full agility of your people. You gain the
following benefits:
◈ Increase your Agility by 1, to a maximum of 20.
◈ You can take the Dash action as a bonus action on
each of your turns.
◈ Your speed increases by 5 feet.
◈ The damage you deal with Vulpine Pounce
increases by 2d6.
38 A N T H R O P O L O G Y C O M PA N I O N
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H E R I TA G E F E A T S 39