Cultures

each character must choose an Ancestry and a Culture. the following is a list of Cultures to choose from. a character may have two Cultures, signifying that the character is of Mixed Cultural heritage.

Mixed Culture characters get the following adjustments:

  • Archetype: any.
  • Languages: add all languages from both Cultures.
  • Favoured Class: pick one from either Culture. can't be changed.
  • add 2 traits from each Culture.
  • add +2 Charm.

Nomadic Humans (to be named)

Archetype: usually Traditional or Anarchist

Languages: (to-be-named nomadic human language), any other one.

Traits:

  • +2 to Survival, Disguise, and Appraise.
  • Fast Movement: +3 yards to land speed.
  • Spell-Like Abilities: 1/day - Luck, Misfortune.
  • Favoured Class: Bard.

Firmish

Archetype: any.

Languages: Firmish, Dajeeti, and any other one.

Traits:

  • +2 Charm, +2 to any other Attribute.
  • +2 to any two skills.
  • Favoured Class: highest level class.

Risan

Archetype: usually Traditional.

Languages: Risan and Dajeeti.

Traits:

  • +2 to Ride, Handle Animal, and Awareness.
  • +2 to any 2 weapon skills.
  • +10% to Saves vs Fear.
  • Favoured Class: Knight.

Iclarian

Archetype: usually Traditional or Authoritarian.

Languages: Risan.

Traits:

  • +10% to Physical saves vs Extreme Cold.
  • +2 to Profession (Miner), Craft (Masonry), and Knowledge (Nobility and Royalty).
  • +10% to Saves vs Fear.
  • Favoured Class: Berserker.

Dajeeti

Archetype: any.

Languages: Dajeeti.

Traits:

  • Acclimated: Dajeeti ignore penalties for high altitude.
  • +2 to Pilot, Craft (Mechanics), and Balance.
  • +2 to Climb and Jump.
  • Favoured Class: highest level class.

M'hani

Archetype: any.

Languages: M'hani.

Traits:

  • +10% to Physical saves vs Extreme Heat.
  • +2 to Survival, Profession (Sailor), and Swim.
  • +2 to Diplomacy vs Aquatic creatures.
  • Favoured Class: Berserker.

Udori High Caste

Archetype: usually Traditional or Authoritarian.

Languages: Udori.

Traits:

  • +2 to Spellcraft, Mysticism and Use Magic Device.
  • +2 Prayer, Concentration, and Channeling.
  • +1 to Save DC for all spells.
  • Favoured Class: choose one from Bard, Priest, Witch, or Wizard at character creation. can't be changed later.
  • must have Udori High Caste Ancestry and not mixed ancestry.

Udori Warrior Caste

Archetype: usually Traditional or Authoritarian.

Languages: Udori.

Traits:

  • +2 to Awareness and Diplomacy.
  • +2 to any 2 weapon skills.
  • +8 Skill Points at 1st level and +2 Skill Points every level thereafter, which can only be spent on weapon skills, Grappling, or Hand-to-Hand.
  • Favoured Class: Commando.
  • must have Udori Warrior Caste Ancestry.

Udori Low Caste

Archetype: usually Traditional or Indifferent.

Languages: Udori.

Traits:

  • +10% to Physical saves vs Extreme Heat.
  • +2 to Spellcraft, Prayer, and Knowledge (Religion).
  • +2 Awareness and Bluff.
  • +2 to any one Craft or Profession skill.
  • Favoured Class: highest level class.

Savannah Tribal Culture (to be named)

Archetype: usually Indifferent.

Languages: (to-be-named savannah tribal human language).

Traits:

  • +10% to Physical to saves vs Extreme Heat.
  • +2 to Survival and Handle Animal.
  • +2 Thrown Weapons and Spears.
  • +2 Spot and Listen.
  • Favoured Class: Berserker.

Grey Elf

Archetype: usually Traditional or Libertine.

Languages: Grey Elven.

Traits:

  • +2 to Agility, -2 to Strength.
  • +10% to Saves vs Enchantments.
  • +2 to Pilot.
  • +4 skill points per level (x4 at 1st level) that can only be spent on Bows, Daggers & Sickles, 1-Handed Curved Swords, and 1-Handed Straight Swords.
  • Favoured Class: Scientist.

Wood Elf

Archetype: usually Traditional.

Languages: Wood Elven.

Traits:

  • +2 to Agility, -2 to Strength.
  • +10% to Saves vs Enchantments.
  • +2 to Knowledge (History).
  • +4 Skill Points per level (x4 at 1st level) that can only be spent on Bows, Axes & Hammers, Daggers & Sickles, and 1-Handed Straight Swords.
  • Favoured Class: Witch.

Sea Elf

Archetype: Usually Traditional or Peaceful.

Languages: Sea Elven.

Traits:

  • +2 to Agility, -2 to Charm.
  • +10% to Saves vs Enchantments.
  • +2 to Profession (Sailor).
  • +4 Skill Points per level (x4 at 1st level) that can only be spent on Bows, Crossbows & Firearms, Daggers & Sickles, and 1-Handed Curved Swords.
  • Favoured Class: Wizard.

Sun Elf

Archetype: usually Traditional or Authoritarian.

Languages: Sun Elven.

Traits:

  • +2 to Agility, -2 to Strength.
  • +10% to Saves vs Enchantments.
  • +10% to Physical saves vs Extreme Heat.
  • +2 to Ride and Handle Animal.
  • +4 Skill Points per level (x4 at 1st level) that can only be spent on Bows, Spears, Daggers & Sickles, and 1-Handed Curved Swords.
  • Favoured Class: Wizard.

Snow Elf

Archetype: usually Indifferent.

Languages: Snow Elven.

Traits:

  • +2 to Agility, -2 to Strength.
  • +2 to any one Craft skill.
  • +2 to Survival in arctic climates.
  • +10% to Physical saves vs Extreme Cold.
  • +10% to Saves vs Enchantments.
  • +4 Skill Points per level (x4 at 1st level) that can only be spent on Bows, Daggers & Sickles, 1-Handed Straight Swords, and Grappling.
  • Favoured Class: Witch.

Dark Elf

Archetype: usually Authoritarian.

Languages: Dark Elven.

Traits:

  • +2 to Agility, +2 to Memory, -2 to Strength, -2 to Charm.
  • +10% to Saves vs spells and Spell-Like Abilities.
  • +4 Skill Points per level (x4 at 1st level) that can only be spent on Crossbows & Firearms, Daggers & Sickles, 1-Handed Straight Swords, and Whips & Flails.
  • Spell-Like Abilities: 1/day - Darkness, Faerie Fire, Dancing Lights.
  • Favoured Class: Witch.
  • ECL +1.

Moonblood Orc Tribe

Archetype: usually Traditional, Peaceful, or Indifferent.

Languages: Moonblood Orcish.

Traits:

  • +2 Strength, -2 Memory.
  • +2 Survival and Heal.
  • never risk poisoning themselves when applying poisons.
  • +1 to attacks vs Goblins.
  • Favoured Class: Priest.

Nightfang Orc Tribe

Archetype: usually Peaceful or Indifferent.

Languages: Nightfang Orcish.

Traits:

  • +2 Strength, -2 Memory.
  • +2 Handle Animal and Ride.
  • Mounted Combat Talent for free.
  • +2 Diplomacy with Dark Elves.
  • Favoured Class: Hunter.

Crackedice Orc Tribe

Archetype: usually Traditional or Authoritarian.

Languages: Crackedice Orcish.

Traits:

  • +2 Strength, -2 Memory.
  • +10% to Physical saves vs Extreme Cold.
  • +2 Handle Animal and Diplomacy.
  • +2 Climb and Jump.
  • Favoured Class: Berserker.

Redtusk Orc Tribe

Archetype: usually Traditional, Authoritarian, or Indifferent.

Languages: Redtusk Orcish.

Traits:

  • +2 Strength, -2 Charm.
  • +2 Survival, Ride, and Handle Animal.
  • Mounted Combat as a bonus Talent.
  • always know True North.
  • Favoured Class: Hunter.

Openhand Orc Tribe

Archetype: usually Authoritarian.

Languages: Openhand Orcish.

Traits:

  • +2 Strength, -2 Charm.
  • +10% to Physical saves vs Extreme Heat.
  • +2 Concentration and Survival.
  • +2 Grapple and Hand-to-Hand.
  • Favoured Class: Martial Artist.

Fingerbone Keys Pirate

Archetype: usually Anarchist

Languages: pick any one language.

Traits:

  • +10% to Physical saves vs Extreme Heat.
  • +2 Intimidate and Profession (Sailor).
  • +2 Survival and Heal in Aquatic environments.
  • +2 Skill Points per level (x4 at 1st level) that can only be spent on Crossbows & Firearms, 1-Handed Straight Swords, 1-Handed Curved Swords, Daggers & Sickles, Grappling, Hand-to-Hand, Axes & Hammers, or Thrown Weapons.
  • Favoured Class: Scoundrel.

Southlandish

Archetype: usually Traditional or Peaceful.

Languages: Firmish, Dajeeti, and either Halfling, Forest Gnomish, or Mountain Dwarvish.

Traits:

  • +2 Charm, +2 Memory.
  • +2 Knowledge (Nature) and Profession (Farmer).
  • +2 Thrown Weapons and Polearms.
  • Favoured Class: highest level class.

Stonefoot Halfling

Archetype: any.

Languages: Halfling.

Traits:

  • +2 Agility.
  • +2 Move Silently, Climb, and Jump.
  • +2 to Thrown Weapons.
  • +10% to Saves vs Fear.
  • Favoured Class: Scoundrel.

Riverwise Halfling

Archetype: usually Peaceful.

Languages: Halfling.

Traits:

  • +2 Agility.
  • +2 Swim, Move Silently, and Profession (Sailor).
  • +2 to Thrown Weapons.
  • +10% to Saves vs Fear.
  • Favoured Class: Hunter.

Woodhop Halfling

Archetype: usually Indifferent or Peaceful.

Language: Halfling.

Traits:

  • +2 Perception.
  • +2 Move Silently, Climb, and Jump.
  • +1 attack with blowdarts, daggers, and handaxes.
  • Bonus Language: Woodhop Halfling Sign.
  • Favoured Class: Hunter.

Forest Gnome

Archetype: usually Traditional or Peaceful.

Languages: Forest Gnomish.

Traits:

  • +2 Strength.
  • +1 to save DC of Illusion spells.
  • +1 to attacks vs Goblins, and +4 Dodge bonus to Defense vs Giants.
  • Spell-Like Abilities: 1/day - Speak With Animals (1 minute, small burrowing mammals only), Ghost Sound, Dancing Lights, Prestidigitation.
  • Favoured Class: Bard.

Tinker Gnome

Archetype: usually Peaceful or Indifferent.

Languages: Tinker Gnomish.

Traits:

  • +2 Memory.
  • +2 to any one Craft skill.
  • +1 to attacks vs Goblins, and +4 Dodge bonus to Defense vs Giants.
  • Spell-Like Abilities: 1/day - Speak With Animals (1 minute, small burrowing mammals only), Mending, Mage Hand, Prestidigitation.
  • Favoured Class: Scientist.

Leprechaun

Archetype: usually Anarchist

Languages: Leprechaunish.

Traits:

  • +2 Strength, +2 Agility, -2 Charm.
  • Gold Sense: a Leprechaun can detect the presence and value of precious metals (gold, silver, copper, and platinum as well as alloys of these metals such as bronze or electrum) within 40 yards automatically.
  • Spell-Like Abilities: 1/day - Speak With Animals (1 minute, small burrowing mammals only), Ghost Sound, Ventriloquism, and Obscuring Mist.
  • +2 Hide and Bluff.
  • +1 to attacks vs Goblins, and +4 Dodge bonus to Defense vs Giants.
  • Favoured Class: Scoundrel.

Mountain Dwarf

Archetype: usually Traditional.

Languages: Mountain Dwarven.

Traits:

  • +2 Strength, -2 Charm.
  • Stonesense: Mountain Dwarves can always identify new or unusual stonework, and get a free Search check to detect secret doors in stone, even if they weren't actively looking. they can also always determine magnetic north while underground, and can sense their exact depth underground.
  • +2 Appraise and Craft related to stone and metal.
  • +1 to attacks vs Goblins, and +4 Dodge bonus to Defense vs Giants.
  • +2 Skill Points per level (x4 at 1st level) that can only be spent on weapon skills, Grappling, or Hand-to-Hand.
  • Favoured Class: Commando.

Song Dwarf

Archetype: usually Peaceful or Indifferent.

Language: Song Dwarven.

Traits:

  • +2 Strength, -2 Agility.
  • Stonesense: Song Dwarves can always identify new or unusual stonework, and get a free Search check to detect secret doors in stone, even if they weren't actively looking. they can also always determine magnetic north while underground, and can sense their exact depth underground.
  • Dream Sight: as a Supernatural Ability, Song Dwarves can see into the Shadow as easily as they can the tangible world. this allows Song Dwarves to see Incorporeal beings, including unmanifested Ghosts, and Ethereal Resonance.
  • +1 Magic Rating with Earth descriptor spells.
  • +2 Diplomacy with creatures that have the Earth subtype.
  • +2 Skill Points per level (x4 at 1st level) that can only be spent on weapon skills, Grappling, or Hand-to-Hand.
  • Favoured Class: Priest.

Gold Dwarf

Archetype: usually Peaceful.

Languages: Gold Dwarven.

Traits:

  • +2 Charm, -2 Agility.
  • Stonesense: Gold Dwarves can always identify new or unusual stonework, and get a free Search check to detect secret doors in stone, even if they weren't actively looking. they can also always determine magnetic north while underground, and can sense their exact depth underground.
  • +10% to Physical Saves vs Extreme Heat.
  • +2 Knowledge (Architecture and Engineering) and Knowledge (Dungeoneering).
  • +1 to attacks vs Reptilian Humanoids and Dragons, and +4 Dodge bonus to Defense vs Dragons.
  • +2 Skill Points per level (x4 at 1st level) that can only be spent on weapon skills, Grappling, or Hand-to-Hand.
  • Favoured Class: Hunter.

Deep Dwarf

Archetype: usually Authoritarian.

Languages: Deep Dwarven.

Traits:

  • +2 Strength, +2 Agility, -4 Charm.
  • Stonesense: Deep Dwarves can always identify new or unusual stonework, and get a free Search check to detect secret doors in stone, even if they weren't actively looking. they can also always determine magnetic north while underground, and can sense their exact depth underground.
  • +2 Apparaise and Craft related to stone or metal.
  • Spell-Like Abilities: 1/day - Darkness, Control Fire, and Invisibility.
  • +1 to attacks vs Goblins and Aberrations.
  • +2 Skill Points per level (x4 at 1st level) that can only be spent on weapon skills, Grappling, or Hand-to-Hand.
  • Favoured Class: Commando.

Changeling

Archetype: usually Indifferent or Anarchist.

Languages: pick any two languages.

Traits:

  • +2 Charm, +2 to any one other attribute.
  • +2 Bluff, Intimidate, and Awareness.
  • +10% to Mental Saves.
  • Favoured Class: Scoundrel.

Darkwood Enclave Culture

Archetype: usually Libertine or Anarchist

Languages: Trinti and Firmish

Traits:

  • +2 Agility and Dexterity, -2 Charm.

  • +2 to Hide, Move Silently, Bluff, and Handle Animal.

  • +2 to Ride wolves.

  • Favoured Class: Hunter.

Hidden Kingdom Culture

Archetype: usually Authoritarian.

Languages: Trinti and Koboldish

Traits:

  • +2 Dexterity and Faith, -2 Charm.

  • +2 Craft (blacksmithing) and Profession (Miner).

  • +2 Knowledge (Dungeoneering) and Survival

  • +1 to attacks made against Dwarves, Elves, and Orcs.

  • Favoured Class: Soldier.

Mountain Leonin

Archetype: usually Traditional.

Languages: Mountain Leonin.

Traits:

  • +2 Strength, -2 Memory, -2 Charm.
  • +10% to Physical saves vs Extreme Cold.
  • +2 on Corruption checks.
  • Acclimated: Mountain Leonin ignore penalties for high altitude.
  • +4 Hide, Jump, and Balance.
  • Cultural Class Skills: Hide (Agi), Move Silently (Agi), Jump (Str), Climb (Str), Balance (Agi), Spot (Per), and Listen (Per).
  • Favoured Class: Knight.

Valley Leonin

Archetype: usually Authoritarian.

Languages: Valley Leonin.

Traits:

  • +2 Strength, -2 Memory, -2 Charm.
  • +10% to Physical saves vs Extreme Heat.
  • +2 on Corruption checks.
  • +4 Hide, Jump, and Balance.
  • +2 Spears and Thrown Weapons.
  • Cultural Class Skills: Hide (Agi), Move Silently (Agi), Jump (Str), Climb (Str), Balance (Agi), Spot (Per), and Listen (Per).
  • Favoured Class: Hunter.

Frogarrow Lizardfolk Tribe

Archetype: usually Indifferent.

Language: Frogarrow Lizardtongue.

Traits:

  • +2 Dexterity.
  • Poison Resistance.
  • +20% Physical Save chance vs Poisons.
  • +2 Hide & Move Silently.
  • Favoured Class: Hunter.

Duskscale Lizardfolk Tribe

Archetype: usually Traditional.

Language: Duskscale Lizardtongue.

Traits:

  • +2 Faith.
  • +2 Prayer and Concentration.
  • +2 to any one weapon skill, Grappling, and Hand-to-Hand.
  • +1 Magic Rating.
  • Favoured Class: Priest.

Greenbog Lizardfolk Tribe

Archetype: usually Anarchist.

Language: Greenbog Lizardtongue.

Traits:

  • +2 Strength and Composure.
  • +2 Hide and Move Silently.
  • +2 Grappling and Hand-to-Hand.
  • +3 Wound Points.
  • Favoured Class: Berserker.

Cyberguard Culture

Archetype: usually Indifferent.

Language: any one language.

Traits:

  • +2 to Grappling, Hand-to-Hand, and any one weapons skill.
  • +1 Defense.
  • +2 Craft (Blacksmithing), and Craft (Mechanics).
  • +2 Knowledge (Current Events).
  • Favoured Class: Commando.


Comments

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Jan 11, 2025 08:47

It is a great idea to have such pages, where you collect the essential information for your players. Makes it way easier for them, then to skim every article for the info they need. I will most likely adopt this idea for my world. Thanks for sharing this article with me on Discord!

Aug 14, 2025 15:01 by Twi

I'm so glad it was an inspiring idea! I thought about what I would want if I was creating a character, and just laid it out that way.