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House Grace
June 9, 2026 at 12:09 AM
Removed duplicate in-body wikilinks
House Grace is the count's house of southern Hernand. A venerable family with deep roots in the region, they are best known for their keen interest in technology and their generous support of the Emberwind Workshop's hot-cloudcarts. The fertile lands under their management have made them a prosperous household, though persistent rumors surrounding the Count's private life have begun to tarnish the family's reputation.
House Grace occupies a territory in the southern part of the duchy, centered on Glenbright Manor. Their holdings include farmland, an apiary, a tannery, and the Emberwind Workshop itself. The family's investment in transportation technology, particularly the hot-cloudcart system, sets them apart from the other noble houses and reflects a forward-looking approach to governance that values innovation alongside tradition.

Attribute | Details |
|---|---|
Type | Count's house |
Region | Southern Hernand |
Rank | Count |
Leader | Count Grace |
Alignment | Friendly |
Primary Role | Technology patronage and agricultural management |
Known For | Sponsoring the Emberwind Workshop and hot-cloudcart development |
House Grace has held lands in southern Hernand for many generations. Their territory sits on some of the most fertile ground in the duchy, and the family built their wealth through agriculture and careful land management. Over time, the Graces developed an interest in technology that distinguished them from the other noble houses, who tended to focus on military strength or political maneuvering.
Their most significant contribution to Hernand is their patronage of the Emberwind Workshop, an engineering facility in southern Hernand responsible for building and maintaining the hot-cloudcarts. These vehicles serve as a form of transportation across the duchy, and House Grace's funding has been the primary driver behind their development. The Cloudcart Blueprint, a document detailing the design of these machines, can be found hidden in the secret basement of Glenbright Manor.
Despite their prosperity, House Grace's reputation has taken a hit in recent times. Rumors about Count Grace's private life have spread through the duchy, and whatever the truth behind them, the gossip has weakened the family's standing among the other noble houses.
Location | Type |
|---|---|
Glenbright Manor (seat of House Grace) | |
Apiary | |
Engineering workshop | |
Farm | |
Tannery | |
Graveyard | |
Valley settlement | |
Coastal village | |
Lodge |
House Grace is directly involved in the main story quest "Traces in the Manor," the 37th main mission in the game. This quest is part of Chapter 3's "The Face Behind the Mask" sub-chapter and brings the player to Glenbright Manor to investigate a disturbance.
After receiving word that Naira and Andrew have gone silent, Kliff travels south from the Emberwind Workshop to Glenbright Manor. Upon arrival, a body falls through the main gate, revealing that the manor is under attack by Reed Devil forces. Five Reed Devil soldiers ambush Kliff in the entrance hall as he enters.
After defeating the attackers, the player can explore the manor's secrets. On the right side at the foot of the stairs, a painting of two knights fighting on horseback conceals a hidden room. Pushing through the painting reveals the Grace Manor Basement Key on a side table. Upstairs, the Ruby-Hilted Golden Dagger sits on a wall stand at the top of the stairs. The Sapphire-Hilted Golden Dagger is obtained by finding a wardrobe with a gear mechanism and turning the handwheel until light shines on a nearby statue, opening a recess in the wall.
In the main study, placing both golden daggers in the slots above the fireplace causes a bookcase to slide open, revealing another hidden chamber. Inside, the player finds the Grace Manor Iron Door Key, a memory fragment (viewable with the lantern), and the crafting book "Two-Handed Weapons of the World, Vol. 1" on the back corner bookshelf. A ladder descends into the secret basement, where the Cloudcart Blueprint and additional treasures are located.
A wounded servant in the upstairs office reveals that the Devil of the Reed Field personally led the assault, and that Count Grace escaped through an open window with Naira and Andrew. Following the lantern tracking trail from the study window leads to a shack where Naira and Andrew are guarding the Count.
After locating Count Grace and his protectors, the quest continues to the reed fields at Steel Mountain. There, the player confronts the Devil of the Reed Field at a charred tree marked by colored ribbons and a doll on an altar. This boss encounter is the climactic battle of the quest sequence.
Among the holdings controlled by House Grace is the Pollengarth Apiary, the beekeeping operation in southern Hernand famous for its blended honey. Following the Hernand faction quest line tied to the Grace estate eventually brings Kliff to this apiary, where a faction side quest centered on the hives gives players access to one of the game's most situational but powerful stealth tools.
The apiary-based quest, Scattered Honey Jars, is triggered after speaking with the resident Beekeeper and investigating signs of disturbance around the hives. The culprit turns out to be a large bear that has been raiding the honey stores. Defeating the bear and checking back in with the beekeeper in hiding completes the quest and rewards the Beekeeping Suit, a camouflage outfit that grants full immunity to bee stings.
The Beekeeping Suit has practical value beyond quest completion. The hives at Pollengarth Apiary can be harvested in bulk by running past them and holding the gather button, which stocks Kliff's inventory with bees that function as deployable swarm items. Dropping a single bee releases a complete swarm that scatters nearby NPCs in panic, opening opportunities for silent theft inside shops and banks. With the Beekeeping Suit equipped, players can deploy these swarms without fear of taking sting damage themselves, turning the House Grace quest chain into a gateway for one of the most unusual stealth builds in the game.
Because the Beekeeping Suit is not sold by any merchant and has no documented crafting recipe, the House Grace route is the primary way to obtain it. Completing the wider quest line, including Traces in the Manor and the Scattered Honey Jars side quest, gives players both narrative progression and a unique piece of loot in a single playthrough.
As a count's house, House Grace sits alongside House Felix and House Roberts in the middle tier of Hernand's hierarchy, below the marquis houses (House Serkis and House Lanford) and the ducal House Celeste. Their focus on technology and agriculture gives them a distinct identity among the nobility.
House Grace's funding of the Emberwind Workshop benefits the entire duchy through the hot-cloudcart transportation system, which gives them practical influence even if their political rank is lower than the marquis houses. The hot-cloudcarts provide a regional transportation network that other houses depend on, making House Grace's technological patronage a source of soft power within the duchy.
During the "Traces in the Manor" quest at Glenbright Manor, search for hidden rooms behind paintings and wardrobe mechanisms to find the daggers and basement key. Do not rush through the manor; the hidden loot is valuable.
Place both golden daggers (Ruby-Hilted and Sapphire-Hilted) in the fireplace slots in the study to unlock the secret chamber with the Cloudcart Blueprint and crafting book.
The Emberwind Workshop south of Hernand is worth visiting early, as it connects to the hot-cloudcart transportation system.
Vellua, one of House Grace's holdings, is a coastal village with a fishermen's guild that provides its own set of activities.
Look for the memory fragment in the secret study room and use your lantern to view it for additional lore about House Grace.
Count Grace's full name is revealed during the "Traces in the Manor" quest. Pay attention to the servant's dialogue for context about the Reed Devil attack.
Visit the Pollengarth Apiary when progressing House Grace-related Hernand faction quests. Completing the Scattered Honey Jars side quest at the apiary rewards the Beekeeping Suit, a camouflage outfit that provides full immunity to bee stings.
With the Beekeeping Suit equipped you can safely harvest bees in bulk from the apiary's hives and use them as swarm items in combat and stealth situations. One dropped bee releases a full swarm that scatters NPCs in panic, making it a powerful setup for theft inside shops, banks, and other crowded rooms. Do not deploy more than one or two swarms at a time or the bees will deal damage and trigger an assault wanted level.
Hernand
Glenbright Manor
Traces in the Manor
Naira
Andrew
Kliff
House Celeste
House Felix
House Roberts
House Grace opens very late in the Greedy Lightningblade chain. It is gated behind the Beggars' Alliance mission Plague Over the Wall, which tracks a plague cure (the pine mushroom tea questline in community databases) through three linked quests: Desperate Help, A Clue to the Cure, and The First Step to Opening Your Heart. Once Plague Over the Wall resolves, Grace becomes reachable in southern Hernand.
Accept the pair of opening Grace quests in Driftton and Pollen Aerry (sometimes written as Pollengarth). These introduce Alistair Grace and the south Hernand farming communities.
Wagon in the Skies unlocks the Hot Air Balloon (Cloudcart). Note that this mission only runs at in-game noon: if the quest marker refuses to progress, rest at the nearby bonfire and skip time to 12:00 before approaching the launch pad.
Owner of Glenn Bright Manor is the Grace finale of this chain. Completing it opens the Kharonso Troll Alliance (transcribed by some guides as Coronso) and its Sleeping Heart mission.
After the Troll Alliance track wraps, the chain loops back to House Celeste one last time for the Frozen Elder Tree mission and the Lion Crest Manor Wandering Freesword, so Grace completion is not the end of the road; it is the unlock that lets the rest of the chain finish.
The rumors that have tarnished House Grace's standing trace back to a single decision the count and his wife made years before the events of the present cycle. Count Alistair Grace, whose public reputation was built on sponsoring cloud-cart technology, spent years traveling the countryside and using his status to seduce women he met along the way. He eventually succeeded in siring a bastard heir, a boy named Aldrin, and brought the child into the family as a possible successor.
Aldrin's standing collapsed in early youth when he fell sick with the plague. The disease left him disfigured, and rather than continue caring for an unwell heir who would now be a permanent embarrassment to the line, the count and his wife had Aldrin locked away inside glenbright manor. He was forced to wear a mask to disguise the face of a leper and kept out of public view to protect the family's honor. When Aldrin eventually crawled out of his room because he could no longer endure the confinement, his parents scolded him in a memory the player can later view inside the manor. Soon afterward the count gave the order that Aldrin was to be taken to the Reed Fields and disposed of so that the family's reputation would never be touched.
The order was given to the family's butler. The memory of the moment suggests the butler hesitated; whether he actually carried it out or took pity on Aldrin and let him run is not certain. What is known is that Aldrin's mask later turned up in sunset valley, the small lapers' village south of the Reed Fields, suggesting that he survived long enough to live among the patients there before the abyssal wraith of the fields finished claiming him. The boy that House Grace tried to erase came back as the Reed Devil.
The events at Glenbright Manor in chapter three are the consequence finally arriving. The the reed devil personally leads an assault on the estate the count's two hired protectors naira and andrew are supposed to be holding. The Reed Devil's words to his father ("Why so fearful, my dear count? You look as if you've seen a ghost. Or is it perhaps guilt that makes you tremble so?") confirm that he remembers exactly who he is and what was done to him.
The count's attempt to appeal to shared blood does nothing. He had treated that blood as worthless when Aldrin was a child too inconvenient to be seen. By the time Kliff reaches the manor, Count Grace is dead and the Reed Devil has fled back into the fields. The faction's continuing hostility toward the wider hernand region is a direct outgrowth of what House Grace did inside its own walls.
House Grace's public reputation has always traded on the count's sponsorship of cloud-cart technology and on the family's careful management of southern Hernand's fertile lands. Both contributions are real. The Emberwind Workshop's hot-cloudcarts would not exist without Grace funding, and the duchy's transportation network leans on House Grace's investment in a way that gives the family more practical influence than its formal rank implies.
The private conduct is the other side. The count's traveling affairs were ongoing rumor in the duchy long before Aldrin's existence became known, and the family's willingness to make an inconvenient child disappear rather than admit the affair publicly is consistent with how the household has treated its other minor scandals. When the rumors that have weakened the family's standing among the noble houses are traced back, most of them lead to the same private conduct that produced Aldrin in the first place. The Reed Devil is, in that sense, House Grace's own work.
The Reed Devil Faction that now patrols the southern fields is not a House Grace vassal in any formal sense, but the two are linked all the same. The wraith of the Reed Fields was formed when an abyssal stone fell into a hidden burial ground used for generations as the destination for society's discards, and the burial ground includes some of the same victims House Grace's class produced. Aldrin's case is the most legible: a noble's son cast out, killed (or as good as killed) in the fields, then reborn from them as the wraith's vessel. Once Kliff defeats Aldrin's body at the end of chapter three, the Reed Devil himself does not resurface in the present cycle, but the lesser scarecrows still patrol the fields and the faction continues to recruit from anyone the world casts out.