The Jolly Folk; the Bright-Eyed, Singers on Waterwheels: If you are in the Halls of Ngdheim, so long as you have once been at the beginning location of your journey and been at the end-point location of your journey, you cannot become lost along the way. Furthermore, if you fight a Black Dragon in the Halls of Ngdheim, then you have advantage on all attacks and saving throws towards and against that Black Dragon. Lastly, if you ride a Water Slide in Ngdheim, you will remove any chance there is to crash while riding it.
Masters of Water-music: You are proficient with the Water-horn. A strange instrument that plays sounds which remind you of dim, forgotten lakes and cool streams. You also will have a Water-horn in your inventory.
Timely Folk: So long as you have your Water-horn within 5ft of you, you are always aware of what time it is.
Impenetrable Phalanx: If you miss with an Attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or Long Rest.
Languages. You can speak, read, and write Common (Juraedon) and Dwarrowish (Local Dialect: Ngdheim). Ngdheim is a secret tongue that all Ngdheri are loathe to spread. It is only ever spoken softly, but carries a great distance. Its sound is as the rushing of a chilly waterfall; or as the sound of hammers banging on tin.