GRIT
DE

Havenfolk

EnvironmentWalled enclaves
+1 BonusBlood
Typical VibeCaste-bound, ancestral, archive-keeping

Keepers of lineage, archives, and blood-rites. They preserved civilisation within walled settlements during the Shrouding, ruled by a Council of five — one from each caste — who govern behind featureless white face covers so that no outsider knows which individual they face. Ancestral magic runs in their veins, in theory accessible to all, but too dangerous to learn without guidance. To a havenfolk, history is identity, and blood is history made manifest.


What they say about "The Shrouding"

The story they tell children

What adults believe is true

What they think the Fog People are

The one detail that is actually true


Society

Structure

Havenfolk society is divided into five hereditary castes. Mobility between them is rare — a matter of exceptional aptitude recognised by the Council — but not impossible. The castes are: the Ruling Caste (the Council and their households), the Archivists (scribes, genealogists, blood-rite keepers), the Warriors (wall-defenders and soldiers), the Artisans (craftspeople, builders, merchants), and the Labourers (the foundation of every enclave). Each knows its place and is expected to excel within it.

Leaders

Each fortified enclave is governed by the Council — one representative from each of the five castes. They wear featureless white face covers, almost like visors or helmets, adorned with intricate gold and purple ornaments. Their robes are pompous, black or deep purple, with broad shoulders and high collars, patterned with strange but elegant designs. The face covers serve a clear purpose: depersonalisation. The Council speaks and acts as one to the outside world. No outsider — and few inside — may know which individual stands before them. This prevents favouritism, vendettas, and the elevation of personality over duty.

Commoners

Most havenfolk belong to the lower four castes: archivists maintain the genealogies, warriors patrol the walls, artisans keep the enclave running, labourers sustain it. Literacy is near-universal across all castes — even labourers can read and write. A deal made without a written record is considered a suggestion, not an agreement. Ancestral magic is theoretically accessible to all castes, but it is usually too chaotic for autodidactic learning. Showing strong aptitude for blood-magic is one of the rare recognised paths to caste mobility.

Cities

Havenfolk cities are walled, dense, and built to last. Stone is the preferred material. Streets are narrow and deliberately confusing — a defence against invaders. Every enclave has a Blood-Archive: a fortified library where genealogies, contracts, and histories are kept. The largest enclave, Highhaven, is built on a hill and has never been breached.

Secrets the Council keeps

The Council knows the Bloodlines are thinning. Marriages produce fewer children across all castes; stillbirths are rising. The genealogies that once stretched back centuries now have gaps no archivist can explain. They fear the ancestral blood is weakening — and with it, the foundation of their entire society. They keep this knowledge among themselves because if the blood is failing, then the caste system, the rites, the walls — all of it — rests on a promise that is quietly breaking.


Attitudes toward other folks

FolkAttitude
MountainfolkStrained respect. Mountainfolk also endured through walls, but their oath-bound system is built on choice, not blood. Havenfolk find this admirable but dangerous — without blood, what keeps the oaths honest?
FenfolkCondescending affection. Fenfolk have no writing, which havenfolk find charmingly primitive — but their potions are too useful to dismiss. Trade is practical, not social.
Fog PeopleDeep unease. The Fog People have no lineage, no ancestors, no written history. They are a contradiction that threatens the foundation of havenfolk identity.
HollowfolkFear mixed with fascination. Hollowfolk live where no havenfolk would go — under the earth, outside the walls. That they thrive in that darkness without blood-rites or archives is unsettling.

Naming conventions

Given names

Aldric, Serenne, Corvin, Liana, Theron, Vella, Orin, Cressa, Malin, Ivera

Family names

Family names are everything. They indicate Bloodline, enclave of origin, and sometimes profession. Examples: Aldric of the Highhaven Bloodline, Serenne Stone-Scribe, Corvin Last-Son


Typical character concepts

ArchetypeDescription
Blood-ArchivistKnows every lineage back ten generations. Wields ancestral lore like a weapon — and sometimes it is.
Disgraced ScionBorn to a Bloodline but cast out. Still carries the ancestral magic. Must survive without the enclave's protection.
Sworn SwordA commoner bound by oath to a Bloodline. Fights for a family that is not their own. Loyal to the contract, not the cause.
Wall-WalkerPatrols the enclave walls. Has seen what lurks outside at night. Does not sleep well.