Cultures

each character must choose an Ancestry and a Culture (except Cyberguards, who do not get 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:
  • Alignment: 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 Charisma.

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 Charisma, +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 Insight.
  • +2 to Saves vs Fear.
  • Favoured Class: Knight.

Iclarian

  Archetype: usually Traditional or Authoritarian.   Languages: Risan.   Traits:
  • +2 to Fortitude saves vs Extreme Cold.
  • +2 to Profession (Miner), Craft (Masonry), and Knowledge (Nobility and Royalty).
  • +2 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.
  • Favoured Class: highest level class.

M'hani

  Archetype: any.   Languages: M'hani.   Traits:
  • +2 to Fortitude 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 and Use Magic Device.
  • +1 to 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 Insight and Diplomacy.
  • Proficiency with any two Weapon Groups.
  • Favoured Class: Commando.
  • must have Udori Warrior Caste Ancestry.

Udori Low Caste

  Archetype: usually Traditional or Indifferent.   Languages: Udori.   Traits:
  • +2 to Fortutude saves vs Extreme Heat.
  • +2 to Spellcraft and Knowledge (Religion).
  • Favoured Class: highest level class.

Savannah Tribal Culture (to be named)

  Archetype: usually Indifferent.   Languages: (to-be-named savannah tribal human language).   Traits:
  • +2 to Fortitude to saves vs Extreme Heat.
  • +2 to Survival and Handle Animal.
  • +1 to attacks with Thrown Weapons and Slings.
  • Favoured Class: Berserker.

Grey Elf

  Archetype: usually Traditional or Libertine.   Languages: Grey Elven.   Traits:
  • +2 to Agility, -2 to Stamina.
  • +2 to Saves vs Enchantments.
  • +2 to Pilot.
  • Proficiency with Longbow, Shortbow, Rapier, Saber, and Dagger.
  • Favoured Class: Scientist.

Wood Elf

  Archetype: usually Traditional.   Languages: Wood Elven.   Traits:
  • +2 to Agility, -2 to Stamina.
  • +2 to Saves vs Enchantments.
  • +2 to Knowledge (History).
  • Proficient with Shortbow, Short Sword, Rapier, Dagger, and Handaxe.
  • Favoured Class: Witch.

Sea Elf

  Archetype: Usually Traditional or Peaceful.   Languages: Sea Elven.   Traits:
  • +2 to Agility, -2 to Charisma.
  • +2 to Saves vs Enchantments.
  • +2 to Profession (Sailor).
  • Proficient with Longbow, Shortbow, Rapier, Short Sword, and Dagger.
  • Favoured Class: Wizard.

Sun Elf

  Archetype: usually Traditional or Authoritarian.   Languages: Sun Elven.   Traits:
  • +2 to Agility, -2 to Strength.
  • +2 to Saves vs Enchantments.
  • +2 to Fortitude saves vs Extreme Heat.
  • +2 to Ride and Handle Animal.
  • Proficient with Shortbow, Saber, Short Sword, Dagger, and Lance.
  • 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.
  • +2 to Fortitude saves vs Extreme Cold.
  • +2 to Saves vs Enchantments.
  • Proficient with Longbow, Shortbow, Rapier, Arming Sword, and Dagger.
  • Favoured Class: Witch.

Dark Elf (female)

  Archetype: usually Authoritarian.   Languages: Dark Elven.   Traits:
  • +2 to Agility, +2 to Memory, -2 to Stamina, -2 to Charisma.
  • +2 to Saves vs spells and Spell-Like Abilities.
  • Proficiency with Hand Crossbows, Rapier, Short Sword, and Dagger.
  • Spell-Like Abilities: 1/day - Darkness, Faerie Fire, Dancing Lights, Levitate.
  • Favoured Class: Priest.
  • ECL +1.

Dark Elf (male)

  Archetype: usually Authoritarian or Indifferent. sometimes Anarchist.   Languages: Dark Elven.   Traits:
  • +2 to Agility, +2 to Memory, -2 to Stamina, -2 to Charisma.
  • +2 to Saves vs spells and Spell-Like Abilities.
  • Proficiency with Hand Crossbows, Rapier, Short Sword, and Dagger.
  • Spell-Like Abilities: 1/day - Darkness, Faerie Fire.
  • Favoured Class: Witch.

Blackstone Orc Tribe

  Archetype: usually Traditional, Peaceful, or Indifferent.   Languages: Blackstone Orcish.   Traits:
  • +2 Strength, -2 Memory.
  • +2 Survival and Heal.
  • +1 to attacks vs Goblins.
  • Favoured Class: Priest.

Shadowgripper Orc Tribe

  Archetype: usually Peaceful or Indifferent.   Languages: Shadowgripper Orcish.   Traits:
  • +2 Strength, -2 Memory.
  • +2 Handle Animal and Ride.
  • +2 Diplomacy with Dark Elves.
  • Favoured Class: Hunter.

Crackedice Orc Tribe

  Archetype: usually Traditional or Authoritarian.   Languages: Crackedice Orcish.   Traits:
  • +2 Strength, -2 Memory.
  • +2 Fortitude vs Extreme Cold.
  • +2 Handle Animal and Diplomacy.
  • Favoured Class: Berserker.

Redtusk Orc Tribe

  Archetype: usually Traditional, Authoritarian, or Indifferent.   Languages: Redtusk Orcish.   Traits:
  • +2 Strength, -2 Memory.
  • +2 Survival, Ride, and Handle Animal.
  • Mounted Combat as a bonus Talent.
  • Favoured Class: Hunter.

Openhand Orc Tribe

  Archetype: usually Authoritarian.   Languages: Openhand Orcish.   Traits:
  • +2 Strength, -2 Memory.
  • +2 Fortitude vs Extreme Heat.
  • +2 Concentration and Survival.
  • Favoured Class: Martial Artist.

Fingerbone Keys Pirate

  Archetype: usually Anarchist   Languages: pick any one language.   Traits:
  • +2 Fortitude vs Extreme Heat.
  • +2 Intimidate and Profession (Sailor).
  • Proficiency with Pistol and Short Sword.
  • Favoured Class: Scoundrel.

Southlandish

  Archetype: usually Traditional or Peaceful.   Languages: Firmish, Dajeeti, and either Halfling, Forest Gnomish, or Mountain Dwarvish.   Traits:
  • +2 Charisma, +2 Memory.
  • +2 Knowledge (Nature) and Profession (Farmer).
  • Favoured Class: highest level class.

Stonefoot Halfling

  Archetype: any.   Languages: Halfling.   Traits:
  • +2 Agility.
  • +2 Move Silently, Climb, and Jump.
  • +1 to attacks with Thrown Weapons and Slings.
  • +2 to Saves vs Fear.
  • Favoured Class: Scoundrel.

Riverwise Halfling

  Archetype: usually Peaceful.   Languages: Halfling.   Traits:
  • +2 Agility.
  • +2 Swim, Move Silently, and Profession (Sailor).
  • +1 to attacls with Thrown Weapons and Slings.
  • +2 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 Stamina.
  • +1 to DC of Illusion spells.
  • +1 to attacks vs Goblins, and +4 Dodge bonus to Defense vs Giants.
  • Proficiency with dagger, warhammer, shortbow, and spontoon.
  • 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.
  • Proficiency with dagger, warhammer, light crossbow, and pike.
  • 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 Stamina, +2 Agility, -2 Charisma.
  • 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 Stamina, -2 Charisma.
  • 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.
  • Bonus Weapon Group Proficiency Talent.
  • Favoured Class: Commando.

Song Dwarf

  Archetype: usually Peaceful or Indifferent.   Language: Song Dwarven.   Traits:
  • +2 Stamina, -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.
  • Bonus Weapon Group Proficiency Talent.
  • Favoured Class: Priest.

Gold Dwarf

  Archetype: usually Peaceful.   Languages: Gold Dwarven.   Traits:
  • +2 Charisma, -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.
  • +2 Fortitude 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.
  • Bonus Weapon Group Proficiency Talent.
  • Favoured Class: Hunter.

Deep Dwarf

  Archetype: usually Authoritarian.   Languages: Deep Dwarven.   Traits:
  • +2 Strength, +2 Stamina, -4 Charisma.
  • 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 - Enlarge, Reduce, and Invisibility.
  • +1 to attacks vs Goblins and Aberrations.
  • Bonus Weapon Group Proficiency Talent.
  • Favoured Class: Commando.

Changeling

  Archetype: usually Indifferent or Anarchist.   Languages: pick any two languages.   Traits:
  • +2 Charisma, +2 to any one other attribute.
  • +2 Bluff, Intimidate, and Insight.
  • Favoured Class: Scoundrel.

Mountain Leonin

  Archetype: usually Traditional.   Languages: Mountain Leonin.   Traits:
  • +2 Strength, -2 Memory, -2 Charisma.
  • +2 Fortitude vs Extreme Cold.
  • 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 Charisma.
  • +2 Fortitude vs Extreme Heat.
  • +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: Hunter.

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!