Races & Cultures
Races and cultures in Tidewrought
1) Humans (Most common, most diverse)
Territories: everywhere, but densest in Ledgerport, Throneharbor, and the major trade islands along the Meridian Spine.
Relationships: humans dominate the institutions (Meridian Office, Crown of Salt), which creates friction with peoples whose power comes from spirits or the Tide itself.
Cultural blocs (fast + usable):
Meridian Citizens (paperwork, law, navy, maps)
Freewake Crews (pirate federation, banner-oaths, found family)
Salt Crown Nobility (old empire, rituals, ancestral legitimacy)
Trench Cantors (Namewell—memory, funerary rites, name-economy)
2) Tidebound (Not a race—an awakened condition)
Any ancestry can become Tidebound. It’s your “HxH main character” switch.
Territories: concentrated near Stormwall frontier and active myth-zones.
Relationships: everybody wants to control them:
Meridian Office wants them registered
Hunters want them licensed or hunted
Ancestral Courts want them disciplined
Freewake wants them free
3) Reefkin (Tritons / Sea Elves / Ocean-adapted folk)
Territories: reefs along the Meridian Spine, deepwater enclaves near the Chorus Trench, and sea-gardens around the Mirror Expanse.
Relationships: tense with surface empires because they remember every “surface treaty” that got broken. Often neutral with Freewake (pirates pay in offerings and keep promises).
Key internal divide:
Trench Reefkin (ancestor-heavy, name taboos, “don’t speak the deep’s titles”)
Spine Reefkin (trade-savvy, pragmatic, shipbuilders)
4) Saltborn (Hardy coastal folk; “sea-tough” lineages)
Use: humans, dwarves, halflings, goliaths—anyone whose culture is sea-forged.
Territories: Breakwater Nine, storm coasts, wreckfields.
Relationships: respected by crews, distrusted by bureaucrats (too many of them are smugglers). They’re the best pilots through bad waters, so everyone needs them.
5) Hearthforged (Dwarves / Warforged / “crafted” peoples)
Territories: volcanic islands near Cindersmile Bay, industrial wards of Ledgerport, and mobile shipyards.
Relationships: caught between:
the Meridian Office, who wants their factories and cannons,
and Freewake, who wants their shipwrights and engineers.
Unique element: some Hearthforged believe the Tide is a “cosmic forge cycle” and treat myth-zones like raw material.
6) Verdantkin (Elves / Firbolg / nature-tied peoples)
Territories: islands on the Green Current where the Tide makes jungles grow overnight and beasts become legends.
Relationships: often aligned with Ancestral Courts and opposed to “chart-and-chain” governance from Meridian.
Conflict hook: their sacred groves get re-written by overlapping myths — they’re fighting to preserve plural traditions without letting one overwrite the others.
7) Skywrought (Aarakocra / Air Genasi / storm-touched folk)
Territories: cliff-isles near the Stormwall Ring, floating atolls, wind corridors above the Meridian Spine.
Relationships: prized as navigators/scouts; frequently conscripted or pressured by navies. Many go pirate simply to avoid becoming “assets.”
8) Ashenblooded (Tieflings / fiend-touched / underworld-adjacent lineages)
Territories: ports with heavy myth-overlap—especially Namewell and the edges of the Chorus Trench where afterlife bleed-through happens.
Relationships: unfairly scapegoated when the Tide causes hauntings or curses. In response, many Ashen communities become tightly mutual-aid oriented and fiercely protective.
Common alliances: with Trench Cantors and Mask-brokers (below), because they understand secrets and consequences.
9) Jinnbound (Genasi + jinn-court lineages; also “wind/fire/sand-oath” folk)
Territories: desert-islands that appear during Tide surges, and “mirage routes” near the Mirror Expanse.
Relationships: highly legalistic—oaths matter more than laws. They hate sloppy promises, which makes them terrifying allies and dangerous enemies.
Political reality: Meridian treaties with them are fragile because Meridian contracts are paperwork; Jinn contracts are binding reality.
10) Masked (Changelings / Shifters / “trickster-touched”)
Territories: no fixed homeland; densest around Mask Markets and chaotic trade hubs like Cindersmile Bay and black-sail flotillas.
Relationships: distrusted by empires, welcomed by crews, watched by spirit courts.
They often serve as translators and mediators in overlapping myth-zones (because identity itself becomes fluid under the Tide).
Territorial “who lives where” snapshot
Ledgerport / Meridian chains: Humans (Meridian Citizens), Hearthforged, mixed cosmopolitan wards
Cindersmile Bay / Freewake waters: Humans (Freewake), Saltborn, Hearthforged, Masked
Throneharbor / Crown of Salt: Humans (nobility), Saltborn, Verdantkin minorities
Chorus Trench rim (Namewell): Reefkin (Trench), Ashenblooded, Cantor cultures
Mirror Expanse ports: Jinnbound enclaves, Reefkin gardens, Mask-brokers
Stormwall frontier: Skywrought strongholds, Saltborn pilots, high Tidebound density
Green Current islands: Verdantkin, beast-clans, Court-aligned settlements
Relationship web (simple, playable tensions)
Meridian Office vs Freewake: control vs freedom (constant naval pressure)
Meridian Office vs Ancestral Courts: paperwork vs sacred law (myth jurisdiction wars)
Reefkin vs surface empires: treaty trauma + resource fights + trench taboos
Masked caught between all sides: everyone needs them, nobody trusts them
Tidebound are the spark: hunted, recruited, worshipped, blamed — depending on who’s talking
Magic & Religion
How magic works
Magic isn’t “arcane physics” here — it’s narrative pressure made real by the Myth Tide. The Tide saturates the world with overlapping myth-laws, and magic is what happens when someone speaks/acts in a way reality recognizes as story-true.
There are four common “lanes” of magic:
Saga Arts (personal legend magic)
The Tide brands certain people with an Epithet (a title like The Unbroken, River-Bride, Knife-Whisper).
You gain power by writing your Saga through action — and the world rewards consistency.
Mechanically: every Saga Art is built from a Creed (what must be true for it to work) and a Price (the cost or taboo).
The stronger the restriction, the stronger the ability (HxH logic).
Namecraft (true-name / title / lineage magic)
Names are handles on reality.
True names, ancestor-names, spirit-names, and secret titles can:
bind, banish, invite, curse, protect, compel
open “jurisdictions” (entering a spirit’s domain safely)
This is the setting’s most dangerous magic because it’s precise, portable, and social.
Rites & Offerings (ritual magic)
This is community magic: shrines, songs, drumming, fasting, feasts, mourning rites, river offerings, vow ceremonies, etc.
It works best in myth-zones where the local Court’s rules are active.
Big results require genuine cost: time, labor, sacrifice, service, or a vow.
Reliccraft (myth-tech)
Objects become magical when they’re saturated with story: a bell that has ended a thousand funerals, a blade sworn on a river, a mask worn through three identities.
Relics don’t just “cast spells” — they demand behavior (they come with their own mini-Creed/Price).
Who can use magic
Anyone can try. Not everyone survives it.
Reliable users:
Tidebound: people awakened by the Myth Tide (main PC category).
Court-Sworn: individuals who’ve pledged to an Ancestral Court or divine lineage; they get boons but owe service.
Cantors / Recordkeepers / Namewell Adepts: trained Namecrafters who study titles, dead languages, and binding etiquette.
Relicwrights: smiths/shipwrights who build myth-tech (charms in keels, vow-engines, name-anchors).
Ritual Communities: whole towns can “cast” together through coordinated rites (especially during surges).
Unstable users (high chaos hooks):
Borrowers: steal power by wearing masks/titles that aren’t theirs.
Epithet-Addicts: chase bigger titles until reality punishes them.
Glitched: people changed by overlapping myths (two destinies at once).
The rules that keep magic from becoming sloppy
These three laws make the world feel HxH-smart:
Law of Price: No meaningful magic without cost. If it’s free, it’s a trick or a trap.
Law of Jurisdiction: Power is strongest where its myth is “in signal.” Outside that zone, it weakens or changes.
Law of Consistency: Betray your Epithet/Creed and your power backfires or disappears until you atone (or reinvent your story).
Religion: which deities influence the world?
Short answer: Yes — all of them can, but not everywhere, and not equally.
Tidewrought is not “one pantheon.” It’s a living overlap of many divine ecosystems. The most important thing isn’t “who is the strongest god,” it’s which Court currently has jurisdiction over an area, a people, or a pact.
How deities show up
Most deities don’t stroll around daily like NPC shopkeepers. They influence the world through:
Courts & Jurisdictions: regions where their laws hold (storms obey certain rites; rivers demand certain etiquette).
Emissaries: saints, spirits, messengers, ancestors, monsters, avatars.
Boons & Curses: granted via vows, offerings, hospitality, taboos, lineage obligations.
Omens: weather, dreams, sudden encounters, repeating symbols, “impossible” coincidences.
Champions: Tidebound who become living arguments for a deity’s way of being.
A clean way to run “all mythologies” without a messy list
Instead of tracking thousands of gods, run them as Courts:
Sea Courts (storms, trade winds, shipwrecks, leviathans)
River Courts (boundaries, love, hunger, purification, debt)
Sky Courts (lightning, prophecy, kingship, judgment)
Under Courts (dead, names, grief, vengeance, inheritance)
Hearth Courts (craft, home, fire, oaths, protection)
Trickster Choirs (masks, loopholes, reversal, comedy, liberation)
Then, when you want specificity, you “tune in” to a Court’s representatives from different traditions as the Tide shifts. So one island’s storm-court might manifest through different faces depending on which myth-signal is strongest — without you having to declare one tradition “over” another.
What faith looks like day-to-day
Most people are syncretic: they honor what protects their waters and families here, not a single universal doctrine.
Ports have multi-shrine rows (offerings to sea, wind, ancestors, luck, safe passage).
Breaking hospitality/taboo law is one of the fastest ways to get cursed — because spirits enforce culture more than courts do.
Planar Influences
Other planes absolutely exist — but they don’t sit “beside” the world in a neat wheel. They phase in and out based on the Myth Tide, local Courts, and what stories are being reinforced.
The key idea
Planes interact with the material world through Veils: thin spots where reality’s “genre” changes.
When the Tide surges, Veils widen.
When vows are broken, Veils tear.
When a community performs the same rite for generations, a Veil becomes a door.
So planar travel isn’t “find portal → teleport.” It’s earn access → obey rules → survive the jurisdiction.
The Six Veil Realms (your planar map)
These aren’t alignment-based; they’re function-based and easy to run.
1) The Underways (Dead + Names + Memory)
Where the dead go, where names echo, where inheritance and grief have weight.
How it touches the world: hauntings, ancestor dreams, name storms near the Chorus Trench.
Common Veils: cemeteries, shipwreck sites, mass-grave beaches, places where no one is remembered.
Rule: You can’t take anything out unless you leave something behind (memory, name, promise).
2) The Courts Above (Oaths + Judgment + Sky Law)
A layer of wind-bridges and storm-thrones where contracts become physical.
How it touches the world: lightning that targets oathbreakers, “trial weather,” prophetic storms.
Common Veils: cliff shrines, storm eyes, mountaintop altars, courtrooms in myth-zones.
Rule: Every statement is admissible. If you speak it here, it’s binding.
3) The Deepwake (Sea Mind + Leviathans + Pressure)
Not “water,” but the ocean’s sentience and ancient dreaming.
How it touches the world: currents that guide fated meetings, ships hearing voices, kraken-myth bleed.
Common Veils: trenches, whirlpools, calm mirror seas, places where the sea “refuses” to move.
Rule: Fear attracts attention. Calm hides you.
4) The Loom (Fate + Story + Recurrence)
Where stories are stitched and rerun—prophecy, repeating roles, déjà vu.
How it touches the world: epithets, “inevitable scenes,” villains who keep showing up “because the story demands it.”
Common Veils: theaters, festival grounds, coronations, funerals, births, “first kiss” moments.
Rule: You cannot act “out of genre” without paying a Price (reality backlash).
5) The Wild Between (Beasts + Growth + Hunger)
A primal layer where mythic animals and nature spirits roam unfenced.
How it touches the world: jungles overtaking cities, beast-clans, impossible ecosystems on Green Current islands.
Common Veils: ancient groves, migratory stampedes, lunar wilds, places with no human names.
Rule: Territory is truth. If you can’t claim it, you don’t belong there.
6) The Maskways (Trickster Space + Identity + Loopholes)
A shifting corridor-plane of doors, aliases, mirrors, and swapped fates.
How it touches the world: sudden disguises that “work too well,” contracts with fine print, identity theft as magic.
Common Veils: masked markets, crossroads, backstage alleys, any place where people lie for fun.
Rule: Names are negotiable, but debts aren’t. Every bargain creates a hook.
How planes interact with the material world (3 modes)
1) Myth-Zones (Overlap Fields)
A region temporarily follows a Veil Realm’s rules.
Example: a coastal town becomes “Underways-adjacent” for a week: the dead walk and every spoken name costs a memory.
2) Anchors (Fixed Doors)
Stable planar doors created by:
centuries of ritual repetition,
massive tragedies,
divine pacts,
or a powerful relic embedded in the land/ship.
Anchors are strategic assets—nations fight over them.
3) Bleed (Contamination Events)
When a Veil tears, you get leakage:
creatures slip through,
laws change locally (truth binds, shadows testify),
geography mutates (staircases to the sky, rivers running upward).
Bleed creates emergency missions and “WTF set pieces.”
Planar travel rules (HxH-style constraints)
Planar access is never random. It’s earned or forced.
To enter a Veil Realm, you need one of:
a Key Rite (specific offering / phrase / act),
a Jurisdiction Pass (Court permission),
a Relic Anchor (object that holds a door open),
a Saga Condition (your Epithet aligns strongly enough to “pull you in”).
And every realm enforces a cost:
time dilation,
memory tax,
oath binding,
identity shift,
“you can return, but not unchanged.”
What this gives you for adventure
Dungeon equivalents that aren’t caves: a courthouse storm-plane, a trench-name labyrinth, a mask-market portal chase.
Political conflicts: who controls Anchors? who regulates rites? who profits from Bleeds?
Personal stakes: a PC’s Epithet can literally open doors to the Loom… and trap them in their own story.
Economy & Trade
Civilization survives because people learned how to trade in three layers at once: coin, leverage, and the supernatural.
The three currencies everyone understands
Belly (coin)
Metal coinage still matters for food, repairs, wages, and bribery.
Most widely accepted in “stable” waters controlled by the Meridian Office and the Crown of Salt.
Favors (credit)
IOUs backed by guilds, crews, ports, and courts.
Favors are tracked via seal-tokens (wax marks, stamped knots, signed ribbons, etched bone) depending on local culture.
In Freewake and mixed ports, Favors often buy more than coin.
Names (high-value currency)
True names, oath-names, ancestor names, and secret titles are literal leverage in a myth-saturated world.
Names are traded like blackmail + keys + weapons.
Because it’s dangerous, Names usually move through brokers using Name-escrow (see below).
Quick table rule:
Coin buys things. Favors buy people. Names buy reality.
Economic systems that keep things running
Meridian Office: “Tariffs + Licenses + Quarantine Profit”
They tax trade through official corridors and sell “safe passage” permits.
They run quarantine chains (blockades) and charge for:
inspections
permits for Tidebound travel
relic handling “certifications”
Their economy thrives on being the only “predictable” option.
Adventure hooks: forged passes, bribed inspectors, stolen chart-keys, blockade runs.
Crown of Salt: “Tithes + Heritage + Relic Banking”
Old empire wealth runs on Salt-Tithes: taxes on relics, offerings, and “foreign rites.”
They maintain genealogy vaults and sell legitimacy: papers, titles, marriage alliances.
They treat relics like gold bars—stored, leveraged, inherited.
Adventure hooks: vault raids, smuggling outlawed rites, political debt collection.
Freewake Confederacy: “Port Markets + Salvage Law + Banner Oaths”
Freewake ports run on:
salvage rights (shipwreck economy is massive)
crew shares (loot distribution)
banner law (your flag is a contract—break it and your reputation dies)
Their black-market isn’t “evil”; it’s just faster than bureaucracy.
Adventure hooks: disputed salvage claims, bounty hunters, banner trials, rival crew sabotage.
Ancestral Courts: “Offerings + Jurisdiction + Blessing Economy”
In Court-influenced regions, prosperity depends on keeping the correct rites.
Currency includes:
offerings (food, craft, song, service)
ritual labor (time is money)
taboos honored (social capital)
Courts don’t care about coin as much as respect and continuity.
Adventure hooks: diplomatic missions, cursed ports, stolen ancestor-objects, taboo enforcement.
Hunter Registry: “Licenses + Contracts + Legal Violence”
They sell legitimacy to hunt monsters, people, relics, and Tidebound bounties.
Hunters operate as a professional class with:
contract networks
escrow payments
claim disputes (who “owns” a kill or capture)
Adventure hooks: exam arcs, contract betrayals, competing claims, bounty poster politics.
Trade routes: how goods actually move
The Meridian Spine (the main artery)
A shifting reef-highway across the world. Most “civilized” trade attempts to follow it because it’s the most chartable.
Pros: predictable enough for convoys
Cons: pirates, reefkin tolls, chain-forts, moving hazards
The Five Great Currents (fast lanes with personality)
Trade follows the Currents, but each Current warps risk/reward:
Gold Current (wealth + scams): luxury goods, spices, art, vice markets
Red Current (war + honor): weapons, armor, mercenaries, medical supplies
Indigo Current (dreams + prophecy): inks, books, relic reagents, “information”
Green Current (growth + hunger): timber, medicinal plants, beast products, food surges
White Current (ghosts + endings): funerary goods, salt, black cloth, name-brokerage
Stormwall Ring routes (the “New World” lanes)
Only the strongest crews run this. It’s where legends get big and profit margins get insane.
Adventure hooks: escort convoys, race rivals, survive “toll monsters,” claim new ports.
What gets traded (and why it matters)
Normal goods
food staples, salt, lumber, iron, cloth, medicine
ship parts, black powder, tools
books, printing plates, maps (valuable because the world changes)
Myth goods (“myth-tech economy”)
Relics (objects with story weight)
Rite-components (rare herbs, bone-ink, consecrated water/sand)
Court-favors (safe passage, blessing, curse removal)
Chartwork (maps that predict or resist Tide shifts)
Name-market instruments (how Names trade safely)
Name-escrow: a Cantor or broker holds the name until terms are met
Name-shards: partial names (enough to weaken or find someone, not bind fully)
False-name bonds: contracts backed by identity—break it and you lose social existence in certain ports
This makes Names tradable without turning every deal into instant mind-control.
Economic pressure points (built-in conflict)
Blockades (Meridian chains) choke food and medicine → smuggling booms.
Relic inflation spikes whenever the Tide surges → vaults get raided.
Name shortages hit after “Name Storms” → brokers become kingmakers.
Salvage wars erupt after big storms → rival crews fight over wreckfields.
Court embargoes happen when taboos are broken → whole ports get cursed into silence or bad luck.
Law & Society
Justice in the Shattersea isn’t one system—it’s stacked. Most places enforce some mix of: state law, port law, crew law, and spirit law. That’s why the world feels spicy: you can be “innocent” in a courthouse and cursed to death by the local river.
How justice is administered
1) State Law (Meridian Office + Crown of Salt)
Where: Ledgerport corridors, quarantine zones, Throneharbor holdings, chained forts.
How it works: written statutes, permits, evidence, sentencing.
Meridian Office = bureaucratic justice
crimes: unlicensed Tide use, relic trafficking, quarantine breach, “narrative destabilization”
punishments: fines, forced registration, press-gangs, magical restraints, exile to Chain Forts
Crown of Salt = aristocratic justice
crimes: blasphemy against “state rites,” tax evasion, harboring outlawed cults, insulting nobility
punishments: tithe seizure, public penance rites, imprisonment, “bloodline audits” (weaponized genealogy)
Adventure friction: you can beat the case and still lose your ship to “inspection.”
2) Port Law (Harbormasters + Guilds + Dock Courts)
Where: nearly every city, especially mixed ports.
How it works: fast, practical, money-driven. The docks hate prolonged drama.
Common port charges:
breach of salvage claim
violence without a license
smuggling without paying the right people
“curse negligence” (bringing bad luck/spirits to the docks)
Punishments are usually:
tariffs, seizures, docking bans, bounty postings
forced labor on repairs
exile from the port (which can be a death sentence depending on the waters)
Adventure friction: guilds can “legalize” a crime if you do them a job.
3) Crew Law (Banner Oaths)
Where: Freewake and pirate waters, but also many merchant crews.
How it works: your flag is your constitution.
Steal from crew? Keelhaul / maroon / exile.
Break the captain’s declared vow? Mutiny becomes “legal.”
Break a Banner Oath publicly? The sea itself may enforce consequences (storms, bad winds, failed navigation).
Disputes are often settled by:
share courts (loot distribution tribunal)
duels (first blood / to surrender / to death)
trial voyages (survive a cursed route to prove innocence)
Adventure friction: your reputation is law—once it’s stained, ports close to you.
4) Spirit Law (Ancestral Courts + Local Jurisdiction)
Where: myth-zones, sacred sites, river mouths, storm coasts, burial grounds.
How it works: taboo + rite + reciprocity. It’s not “good vs evil,” it’s “respect vs consequence.”
Common spirit “crimes”:
breaking hospitality rites
speaking forbidden names
taking without offering
harming a protected creature/person
lying in a truth-jurisdiction
Punishments look like:
illness, misfortune, storms following your ship
losing your reflection, your voice, your luck
being “unseen” socially (people literally ignore you)
debt geasa: “Complete X or suffer Y.”
Adventure friction: the clean legal solution can still violate spirit law.
How societies view adventurers (aka crews, hunters, Tidebound)
General public
“Useful, dangerous, romantic, terrifying.”
People love adventurers when they solve a monster problem or bring trade.
People fear them because Tidebound power can trigger backlash and attract hunters/navies.
Baseline reaction:
Awe + caution + “please don’t bring your problems here.”
Authorities (Meridian Office / Crown of Salt)
Adventurers are:
assets if registered and controllable
criminals if unlicensed
propaganda if made into examples
They’ll offer:
pardons for service
licenses that double as tracking devices
“jobs” that are really containment
Freewake ports
Adventurers are:
currency (your reputation is trade value)
entertainment (stories keep morale alive)
competition (everyone wants the same salvage)
Freewake respects:
competence
loyalty to crew
and paying your shares
Ancestral Courts / spirit-linked communities
Adventurers are:
disruptors (you bring foreign rules)
potential champions (if you show respect)
liabilities (if you ignore taboos)
If you do rites correctly, you’re welcomed. If you don’t, you’re a walking curse.
The Hunter Registry
Adventurers are:
unlicensed hunters (bad for business)
future candidates (fresh talent)
targets (if your bounty is profitable)
Hunters respect one thing: results under rules.
Justice “feel” by region (quick table vibe)
Ledgerport: paperwork, licenses, public trials, confiscation
Throneharbor: status, ritual punishment, tithe seizures
Cindersmile Bay: banner law, duels, share courts
Namewell: name-debts, confession rites, memorial judgments
Mirror Expanse ports: truth/choice laws, contract traps
Stormwall frontier: survival justice—“did your decisions get people killed?”