Ancestry









Iron & Myth assumes that most player characters are Human.

Medieval Fantasy
In a Medieval Fantasy campaign, the world is human-centered. Kingdoms, villages, roads, faiths, wars, and old ruins belong mostly to humankind.

Monsters and strange folk may exist, but they are rare, feared, misunderstood, or bound to myth, wilderness, old bloodlines, and the deep places of the world.

OPTIONAL Low Fantasy

In a Low Fantasy campaign, the Referee may allow demi-human ancestries such as Dwarves, Elves, Halflings, Half-Orcs, or others suited to the setting.

If allowed, a player may roll on the Optional Ancestry Table.

A player who dislikes the result may choose Human instead.

The Referee may also allow players to choose their Ancestry outright.

The Referee has final say over which ancestries exist in the campaign.

Optional Ancestry Table

Iron & Myth assumes most player characters are Human.

If the Referee allows demi-human ancestries, a player may roll on the table below.

Roll 2d6.

2d6

Ancestry

2

Half-Orc

3

Halfling

4

Elf

5–9

Human

10

Dwarf

11

Dwarf or Elf

12

Character’s Choice

On a result of 11, choose either Dwarf or Elf, or let the Referee decide which is more fitting for the campaign.

On a result of 12, the player may choose any ancestry allowed by the Referee.

A player who dislikes the result may choose Human instead.

The Referee has final say over which ancestries exist in the campaign.

Ancestry Traits

Ancestry describes a character’s blood, origin, and place in the world.

Human is the assumed default for Iron & Myth. Demi-human ancestries are optional and require the Referee’s approval.

Ability Die Increases

When an ancestry increases an Ability Die, step that die up once:

d8 → d10 → d12

No Ability Die can be raised above d12.

If an ancestry would raise an Ability Die that is already d12, choose a different Ability Die and step it up once instead.


Ancestry Table

Ancestry

Description

Ability Die

Traits

Human

Ambitious, adaptable, and widespread. The world is largely ruled, settled, fought over, and shaped by humankind.

Choose any two different Ability Dice and step each up once.

Driven: Once per session, after failing a Check, reroll it. Keep the second result.

Elf

Long-lived, perceptive, and touched by older powers. Elves are tied to ancient forests, hidden courts, fading kingdoms, and old magic. Choose High Elf or Wood Elf.

See Elf Kind.

Fey Ancestry: Gain 1 Boon on Checks against charm, enchantment, or magical sleep. Keen Senses: In dim light, you can see clearly within Close and Near range. You cannot see in total darkness.

High Elf: Learned, aloof, and steeped in ancient lore.

LOR becomes d12.

Ancient Learning: Gain 1 Boon on Checks to study, recall lore, identify magic, or understand ancient writings.

Wood Elf: Quiet, watchful, and bound to forest and wild places.

AGI becomes d12.

Forest-Born: Gain 1 Boon on Checks to sneak, track, forage, navigate, or survive in natural environments.

Dwarf

Hardy, stubborn, and stone-bound. Dwarves are people of halls, mines, clans, oaths, craft, and old grudges.

CON becomes d12.

Stonecunning: While touching stone, gain 1 Boon on Checks to sense vibrations within Near range, learning direction, size, and movement.

Halfling

Small, brave, and difficult to pin down. Halflings survive by being overlooked, underestimated, and quicker than trouble expects.

PRE becomes d12.

Brave: Gain 1 Boon on Checks against fear. Nimble: You can move through tight spaces and through the space of creatures larger than you.

Half-Orc

Rare and often mistrusted. Half-Orcs come from borderlands, warbands, ruined settlements, harsh frontiers, or difficult unions between hostile peoples. Usually requires Referee approval.

STR becomes d12.

Grim Endurance: Once per session, when damage would reduce you to 0 HP, remain at 1 HP instead.



Referee Guidance

Non-human ancestries should feel present, but not ordinary. They may have kingdoms, clans, halls, burrows, enclaves, and old claims, but most roads, towns, armies, laws, and thrones belong to humans.

Use ancestry to create texture, not restriction.

Ask:

Question

Use

Is this ancestry common here?

Decide how locals react

Does this ancestry have old enemies nearby?

Add tension and history

Does the character belong to an enclave, clan, or wandering line?

Give them roots

Would this ancestry change how the world treats them?

Add consequences without punishing play

Non-human characters should be rare enough to matter, but not so rare that they cannot belong.




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