A character’s Culture represents how (and often where) they were raised. It is the foundation of their values, outlook, and personality. It also sets the stage for how they think about other cultures, the things they find attractive or offensive, and even their loyalties.
Lineage and Culture #
In most classic fantasy settings, Lineage and Culture are tightly intertwined. The Common Cultures table lists the four lineages and their typical cultures. If a character encounters a person of the listed Lineage in their adventures, most will be a member of the paired Culture.
When creating a character, if you want the character to align with people’s expectations, select the Culture listed for the Lineage in the Common Cultures table. This represents the most common cultural pairings. Any character, however, can come from any Culture. In addition, the Culture you select does not dictate how the character behaves.
Breaking the Mold #
The Culture entries provided later in this chapter describe what is normal for a person of that Culture. Adventurers, however, are anything but normal. In fact, the average person in most fantasy worlds would never choose to become an adventurer. This already sets PCs apart from others. The Culture entries offer suggestions for how someone of the Culture typically behaves, but players should never feel locked into those traits. You may choose to have your character fully embody what people expect of someone from the character’s Culture in some ways, but in others, they might defy expectations. By understanding what is “normal” for a character’s Culture, and then thinking about how your character’s personality fits or diverges from the norm, it unlocks a world of storytelling possibilities.
For instance, if your character was raised AS one of the Shirefolk but they love exploring new places and sleeping under the stars, how did that come about? What happened in the character’s life to set them on a path so different from their friends and neighbors? Did this unusual trait inspire the character to become an adventurer? Or was it just one more thing in a Long list of differences that drove them to explore the world beyond their home?
Of course, your character does not have to be unusual. Perhaps they are the living embodiment of all their Culture’s stereotypes, and by the gods, they’re proud of it! Why shouldn’t a Shirefolk take pride in their people’s tradition of hospitality? And what Stonekin soul doesn’t thrill to the sound of a smith’s hammer ringing against a cold steel anvil? In the end, it is all up to you.
Culture Entries #
This chapter includes five classic fantasy cultures. They are a starting point. The game world you choose for your Adventures may have its own list of cultures, or you might wish to create new cultures that better represent your game, you character, and the game world.
Reading the Entries #
Each Culture entry includes:
- Name: The name of the Culture.
- Description: A short description of the Culture and its people, including information about their values, behavior, and desires.
- Rights and Duties: Specific rights members of this Culture believe they are entitled to, and information about the responsibilities expected of a person from this Culture.
- Languages: The languages spoken, read, and written by members of this Culture.
- Suggested Specializations: A list of suggested Specializations appropriate for a character from this Culture. During character creation, a character gains two cultural Specializations. You can choose from the suggestions provided in the Culture entry, or work with the Adventure Guide to create your own. AS with MOs, the character’s Specializations are not the limit of their cultural knowledge. Rather, they represent areas in which they’ve received extra training or have exceptional talent.
- Starting Equipment: Characters from this Culture start the game with this equipment.
Old Kingdom #
The Old Kingdom people strive to retain the last vestiges of pride and prestige they enjoyed before their kingdom’s fall from power one-hundred years ago. From the observation of complex ancient traditions—many of which hold no value in the modern world—to the insistence on speaking an archaic language laced with anachronisms, they cling to the old ways in the hopes of reviving their past glory.
People of the Old Kingdom refer to themselves AS True Citizens of the One Kingdom (or just True Citizens,) but to their endless frustration people outside the Old Kingdom call them Mossbacks. Most live in large cities filled with the decaying wonders of a time when far more people in possession of far greater wealth once dwelt there. Great pillared temples, soaring towers, and grand walled estates slowly crumble away AS their occupants mimic a way of life no longer useful or sustainable.
All of this said, the people of the Old Kingdom are unfalteringly honorable. They truly wish to do good in the world, and this is realized through knightly orders that adhere to benevolent chivalric codes, monastic sects dedicated to serving the sick and poor, and a legal system that, while overly complicated, is one of the fairest in history.
Rights and Duties
Safe Passage: A traveler that does no harm and offers no threat is promised safety when traveling through Old Kingdom lands. Regular patrols on major roadways and swift retribution against those who break this law ensure the promise is upheld. Should the rulers of a region fail to ensure the safety of travelers, they must pay a lifegild to the aggrieved party out of their treasury.
Honor Duel: Every True Citizen has the right to demand an Honor Duel to resolve stains on their honor due to the actions of others. In Turn, any person challenged with an Honor Duel must consent. Should someone fail to participate or use an Honor Duel for dishonorable purposes, they face severe punishments.
Languages
The language of the True Citizens is called Kingspeech. Kingspeech was proclaimed the official language of the One Kingdom by King Harald III over nine-hundred years ago. The language does not evolve or change, AS its speakers deem it a perfect tongue. It is painfully formal, and there is no such thing AS “slang” in Kingspeech. Every True Citizen must learn to speak, read, and write Kingspeech or face a fine. To the chagrin of the current King, however, most True Citizens also speak, read, and write the common tongue, since it is much more useful in the modern world.
Suggested Specializations
- Active: Debate, Formal Dancing, Oration
- Craft: Calligraphy, Poetry
- Combat: Long Sword Attack
- Knowledge: Bureaucracy, Old Kingdom Etiquette, Old Kingdom History
Starting Equipment
- Linen breeches and tunic OR embroidered dress
- Leather shoes
- Leather belt with belt pouch
- Hood
- Bone or horn comb
- Small brooch worth 10 SP
Outlander #
The goal of an Outlander is a simple one: survive. Outlanders come from the primordial wild lands, where Dangerous animals, poisonous plants, and unforgiving weather test their physical, mental, and emotional limits. Some Outlanders are loners, but most know the best way to survive is to forge strong connections with their clan, tribe, or kin. They know it’s impossible to be ready for every threat, so it is vital to have a loyal friend to cover your back.
Most Outlander groups are hunter gatherers, although some engage in simple farming. Many are nomadic, following herds or migrating between camps each season, but some settle in crudely fortified permanent encampments. Despite their relatively simple way of life, Outlanders are neither uncultured nor primitive. Rather, their ways are just a different path more aligned with survival in the wild places of the world.
Outlanders struggle to understand why people of “civilized” realms waste so much time on seemingly pointless endeavors. Stinking perfumes, elaborate hairstyles, performative niceties, eating utensils, and a host of other behaviors with no practical value are ridiculous to the Outlander way of thinking. To some non-Outlanders, Outlander practicality and honesty is a refreshing change from the restrictive way of life they are used to, but most interpret the Outlanders’ reactions AS rude, boorish, and uncivilized.
Rights and Duties
Clan Loyalty: Outlanders place loyalty to their clan, tribe, or family group above all other commitments. It is the Outlander’s Duty to Aid their fellow clansfolk if they ever need Aid, and it is their Duty to do the same in return. This loyalty takes precedence over adherence to laws, religious oaths, or legal contracts.
Languages
All Outlanders speak a dialect unique to their clan. Most of these languages have no written counterpart, although some clans use pictographs to communicate particularly important concepts or information. Most Outlanders who explore the lands beyond the wilds have learned to speak Common, at least well enough to get by, but they seldom learn to read or write it.
Suggested Specializations
- Active: Fishing, Foraging, Hunting, Wilderness Survival
- Craft: Pictographs, Totem carving
- Combat: Spear Attack
- Knowledge: Dangerous Animals, Food Animals, Wild Edible Plants
Starting Equipment
- Leather breeches
- Wool tunic
- Leather belt with knife sheath
- Leather boots
- Leather gloves
- Bread and cheese (rations, 4)
Shirefolk #
Shirefolk want four things: delicious food, strong drink, good friends, and fine pipeweed (not necessarily in that order). Anything beyond these is seen AS frivolous fluff, and, frankly, a bit greedy. They labor hard to ensure these simple pleasures are always available, and they always store a bit away for the future “just in case,” a phrase heard often repeated among the Shirefolk.
Farms, orchards, and animals occupy much of a Shirefolk’s time. The more their land and animals produce, the greater their pride and the higher their standing in Shirefolk society. Most Shirefolk settlements host autumn festivals, the highlight of which are contests where farmers try to outdo one another in the growth of giant-sized vegetables. Spellcasters should note that the use of magic is strictly prohibited in these contests.
They have few opinions about other cultures, not due to any sort of ideal of universal acceptance, but more because they just aren’t all that interested. Travelers and adventurers are looked upon with confusion and disapproval. After all, if you can’t find what you need at home, you probably just aren’t working hard enough.
Rights and Duties
Postal System: Shirefolk love writing letters and have established a highly reliable and completely free postal service in their lands. Letter carriers are seen AS local heroes, and any family would be proud to have one of their children join “the Service.”
Collective Aid: When disaster befalls a member of the community, every person is expected to chip in to help their neighbor get back on their feet. This might mean sharing food, helping to rebuild, or even taking up arms against a violent threat.
Languages
The Shirefolk speak a language called Brandletongue, and every Shirefolk learns to read and write. Most learn to speak, read, and write Common except in the most isolated Shirefolk settlements, where it isn’t unusual if no one knows Common.
Suggested Specializations
- Active: Hide, Sneak
- Craft: Animal Husbandry, Brewing, Cooking, Farming
- Combat: Sling Attack
- Knowledge: Agriculture, Domestic Animals
Starting Equipment
- Linen breeches OR skirt
- Linen chemise
- Wide-brimmed hat
- Leather shoes
- Handkerchief (3)
- Pipe and pipeweed
- Bag of snacks (rations, 4)
Stonekin #
Stonekin seek to honor their gods by transforming every element of their vast underground kingdoms into stunning works of art. Beauty alone, however, is not enough. Every object, structure, and design must also serve a useful purpose, aiding in the furtherance of their goals, facilitating their work, or bettering the lives of the Stonekin in a practical and tangible way.
Crafting skills are held in high regard, and the finest craftspeople hold places of honor in both their society and history. They appreciate the value of cooperation in achieving their goals, and recognize that the fruit of many minds often far exceeds the potential of a lone creator.
Stonekin have great pride in their Culture, although at times it can tip toward arrogance. Because they are certain of their people’s capabilities and the value of their achievements, they may struggle to accept the ideas or products of non-Stonekin. This has earned them an unfortunate Reputation AS stubborn and grumpy among the people of other cultures.
Rights and Duties
Food and Home: In the lands of the Stonekin, every citizen is fed and housed by their leaders, and the people view this AS an inalienable right. The idea of paying for a simple meal or basic housing is repugnant to them, and when forced to pay for such things in foreign lands, they are known to preach about the Stonekin’s “better way,” typically to the general annoyance of everyone around them.
All Contribute: Stonekin learn from an early age that every person has a Duty to Aid in any work that needs doing to whatever extent they are able. Regardless of station, Stonekin are expected to help without being asked and keep working until the job is done.
Languages
All Stonekin can speak, read, and write the Stonekin language. Many Stonekin are also taught to read, write, and speak the common tongue, although the deeper underground the Stonekin community, the less likely they are to know Common.
Suggested Specializations
- Active: Underground Survival
- Craft: Blacksmithing, Gem cutting, Goldsmithing, Mining, Stone carving
- Combat: Hammer Attack
- Knowledge: Stonekin history
Starting Equipment
- Wool breeches and tunic
- Leather belt
- Iron-toed leather boots
- Leather gloves
- Hammer, tongs, or pick
- Dried mushrooms (rations, 4)
Sylvan #
The Sylvan people strive to live in harmony with the natural world, using magic to gently mould nature to their everyday needs. Most Sylvan communities are arboreal, with their graceful buildings and walkways nestled in the mighty branches of legendary Varel Oaks. While not hidden from view, the settlements look like organic extensions of the natural world.
Although they begrudgingly endure the destruction of nature wrought by the people of other cultures in their own lands, when it infringes on Sylvan territory their response is swift and unforgiving. They guard their borders vigilantly, and they quickly and firmly let travelers know when they’ve crossed into Sylvan lands.
AS one of the oldest cultures in the world, the Sylvan people view their ways AS more evolved than their younger neighbors. Other cultures seem primitive to them by comparison, and they struggle to hide their distaste for the unrefined ways of other people.
Rights and Duties
Respect for Age: The Sylvan people place great importance on age and the wisdom that typically accompanies it. The hierarchies within the Sylvan Culture are largely age-based, and Sylvan people are expected to show their respect and deference to anyone older than them. This represents both a right (the right to the respect of younger individuals) and a Duty (the responsibility to show respect to elders).
Languages
All Sylvan can speak, read, and write the Sylvan language. Only a few Sylvan take the time to learn the common tongue, which they complain is a guttural, throaty language more suited to animals than thinking folk. Those who do learn Common, always learn to read and write it AS well.
Suggested Specializations
- Active: Forest Survival, Tree Climbing, Woodland Stealth
- Craft: Instrument Making
- Combat: Long Bow Attack
- Spellcasting: Plant Spells
- Knowledge: Forest Creatures, Sylvan Songs
Starting Equipment
- Linen breeches and tunic OR linen robe
- Sandals OR slippers
- Small musical instrument
- Potion of Recovery (Spirit)
- Elven bread (rations, 4)
Creating New Cultures #
These instructions describe how to create new, unique cultures appropriate for the game world where your Adventures take place. The steps for creating a new Culture are:
- Step 1: Choose a name
- Step 2: Describe the Culture
- Step 3: Create a Specialization list
- Step 4: Choose starting equipment
Step 1: Choose a Name #
This is the name that the rest of the people in the game world use when referring to someone from this Culture. The people of this Culture may refer to themselves by a different name.
Step 2: Describe the Culture #
Use these prompts to describe the Culture:
What is the one thing the people of this Culture want most out of life?
Broadly, how do the people of this Culture go about getting the thing they want?
What values do the people of this Culture hold?
What is a behavior or belief common to this Culture others might perceive AS a flaw?
Remember that these are generalities that reflect the foundational ideals and beliefs related to this Culture. This is a description of the stereotype. Individuals within the Culture may embody some, all, or none of these ideals, beliefs, and behaviors. Once you have your responses, write up a full prose description, or just call it good and move on to Step 3. AS Long AS you and the Adventure Guide understand the Culture that’s all you need.
Step 3: Create a Specialization List #
Make a list of skills and abilities people within this Culture are likely to learn and spend extra time perfecting. You only need two, since that is all that is needed for character creation, but coming up with a few extras is a good way to help imagine the way what the people of this Culture are like.
You may find it helpful to think of Specializations in terms of the groupings described in Chapter 4: Modus Operandi. For additional information about creating your own Specializations, see Creating New Specializations in Chapter 4: Modus Operandi.
Step 4: Choose Starting Equipment #
List the equipment a character starts the game with if they choose this Culture. The total value of the starting equipment should not exceed 40 SP. This should include the basic clothing a person from this Culture wears AS well AS food in the form of rations a person from this Culture is known to prefer.
