Old customs, hard choices.
Reputation is a memory. Settlement is a law. Magic is a treaty with something older than the church.
Lineage Powers
Each Folk lineage has powers tied to myth, environment, and social perception. Rookbound read omens. Briarthorn grow living defenses. Mirekin travel through fog. Ashwights commune with the dead.
Reputation & Fear
Villages remember kindness, terror, bargains, disappearances, broken oaths. Reputation is not good or evil. A village may fear and revere you in the same breath.
Settlement Building
Root halls, bone archives, moon shrines, hidden markets, herbal plague-wards, mask workshops, refugee quarters, human negotiation chambers. Your laws decide who is welcomed.
Human Relations
Heal, trade, frighten, sabotage, rescue outcasts, curse leaders, expose corrupt plague doctors, hide Folk children among them, destroy hunter guilds.
The Feral Crown
A symbolic system, a leadership path, and a temptation. Pursue it for power and lose trust with every faction that hoped for coexistence.
Plague Investigation
Uncover the true source through corpse omens, alchemical records, church archives, witch testimony, Folk memory rituals, dreams, and forbidden experiments.
Moral Branching
Vanish into myth. Integrate with chosen settlements. Raise an independent civilization. Conquer the plague kingdoms. Restore the broken covenant. Or watch both worlds end.