Dawn of Chaos: Before the Flood
Eight travelers of the eight lineages around a crossroads fire

The Lineages

Every one of them is a child of the first man and woman. Every one of them has wandered far from the garden.

There is one race of men in this age, and it has scattered into many peoples. Some kept to the altars and the old names. Some built cities. Some followed the herds into the open country, or climbed into the gold mountains, or went to live beside the boiling springs where the great deep breaks the surface. And some, in the distant past, mingled their blood with the giants.

Your lineage is your descent and your culture. Each lineage has its own look among the people you meet in the world, but your own hero may wear any face, any shade of skin and any color of hair. Any lineage may walk either road, faithful or fallen, and no lineage is locked to any calling.

Sethites

The Plain, around the city of cedar

Sethites

Keepers of the old names. The long-lived line of the altar.

City-born

Nod, around the gilded city

City-born

Heirs of the first city, the forge and the harp.

Tent-folk

The Northern Steppe

Tent-folk

Herders of the open country. They carry all they own and fear nothing on four legs.

Giant-blood

The Heights

Giant-blood

Distant children of the mighty men of old. Feared wherever they walk.

Havilites

Havilah, the gold country

Havilites

Climbers, miners and gem-cutters of the gold country.

Mist-runners

The Eastern Wilds

Mist-runners

Hunters of the eastern wilds, who move while the mist still lies on the ground.

Deep-spring Folk

The Great Rift

Deep-spring folk

Swimmers, divers and healers of the springs, where the waters of the great deep break the surface.

Eastgate Folk

The Eden Basin

Eastgate folk

The watchers at the garden's gate. Scholars of the first days.

What your lineage gives you

  1. Starting attributes. Every lineage begins with 100 points spread across the five attributes in its own way. These matter most in your first adventures; later, arms and armor supply far more.
  2. Two innate resistances, small protections against two kinds of harm that grow stronger with every level.
  3. Two innate gifts, abilities every member of the lineage is born with.
  4. Traditions. At levels 10, 20, 30, 40 and 50 you choose one tradition from your lineage's twelve: a lasting boost to an attribute, a resistance or a skill, or a gift found nowhere else. No two characters of a lineage need ever end up alike, and a tradition-keeper in your home city can change a choice for a fee.

The eight lineages at a glance

LineageStrengthAgilityStaminaIntelligenceWisdomInnate resistancesInnate giftsHomeland
Sethites1616202226Disease, MindLong-lived, Old NamesThe Plain, around the city of cedar
City-born1822182418Fire, SorceryTrade Tongue, Keen EarNod, around the gilded city
Tent-folk2420221618Cold, PoisonBeast-wise, Long StrideThe Northern Steppe
Giant-blood2616261418Unholy, SorceryTowering, DreadThe Heights
Havilites1624181824Poison, FireSure Grip, Eye for GoldHavilah, the gold country
Mist-runners2226201418Cold, MindMist-veiled, Far SightThe Eastern Wilds
Deep-spring folk1622221624Fire, DiseaseDeep Breath, Healing WatersThe Great Rift
Eastgate folk1422182422Fire, SorceryGarden Memory, Quick StudyThe Eden Basin

Every calling has at least two lineages that start near the top in its main attribute, and at least three whose traditions can raise it. By level 50, a small gap at the start makes less than one part in a hundred of difference. Choose the people whose story you love.

Natural callings

  • Defenders (Strength): Giant-blood and Tent-folk start strongest, with the Mist-runners close behind.
  • Hunters (Agility): Mist-runners, with the Havilites close behind.
  • Wielders of signs and voices of the company (Intelligence): City-born and Eastgate folk, with the Sethites close behind.
  • Healers (Wisdom): Sethites start strongest, then Havilites and Deep-spring folk, with the Eastgate folk close behind.

What each attribute does → Attributes page