Overview of Cultures in Meara
Thoughts on categories of culture, and means of variation.
The Halls of Civilization
In the Heart of Avaria
Ministry of the Wetlands
Traveling People (like the Orc horse clans, or "traveling folk" groups, or Turtle Folk.)
Wild Mountain Rovers (Wolf groups, Birds, Goats, above-ground Dwarves)
Remnants of Na'akahere (Rabbit, Squirrel, Fox, Goat?, Cat, Fur folk, some of the other anthros.)
At Home in the Sky (sky elves, goblins, Hobgoblins, and a smattering of fearless others)
Lurkers In the Woods (Wood elves, gnomes, some halflings)
Small Farming Settlement (many)
City Dwellers (many)
Walled Townsfolk (many)
Culture Template:
Alignment Suggestions:
Languages Known: (Regional languages, cultural languages and/or extraplanar languages should be the categories. A few "species" languages, like bat folk, bird folk?)
Cultural Weapon Training: (no more than 4 "related" weapons)
Skill Proficiencies:
Tool Proficiencies:
Musical Instrument or Game Proficiencies:
Special Cultural abilities: (like pack tactics, cunning artisan, etc. limit one per culture.)
There should be one culture package for each major nation: one for the dwarven realm in their mountains, one for the Kobold kingdom, one for the swamp lords, etc. And then a few other ideas that fill in concepts around that. Every Culture package should be limited to skills, languages, maybe tool proficiencies, what else? Pack tactics, Cunning Artisan,
List of basic culture ideas:
low-tech culture -- "Barbarians" Cunning Artisan. As part of a short rest, you can harvest materials from the environment such as wood, grasses, bone or hide--from a recently slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger--to create one of the following items: a shield, a club, a javelin, 1d4 darts or blowgun needles, a temporary shelter for up to five people of your size category or smaller, or other such useful objects at the DM's discretion. To use this trait you need a blade, such as a dagger, or appropriate artisan's tools, such as leather worker's tools. Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, or Survival. Remnants of Na'akahereThe Halls of Civilization
In the Heart of Avaria
Ministry of the Wetlands
Traveling People (like the Orc horse clans, or "traveling folk" groups, or Turtle Folk.)
Wild Mountain Rovers (Wolf groups, Birds, Goats, above-ground Dwarves)
Remnants of Na'akahere (Rabbit, Squirrel, Fox, Goat?, Cat, Fur folk, some of the other anthros.)
At Home in the Sky (sky elves, goblins, Hobgoblins, and a smattering of fearless others)
Lurkers In the Woods (Wood elves, gnomes, some halflings)
Small Farming Settlement (many)
City Dwellers (many)
Walled Townsfolk (many)
Culture Template:
Name
Alignment Suggestions:
Languages Known: (Regional languages, cultural languages and/or extraplanar languages should be the categories. A few "species" languages, like bat folk, bird folk?)
Cultural Weapon Training: (no more than 4 "related" weapons)
Skill Proficiencies:
Tool Proficiencies:
Musical Instrument or Game Proficiencies:
Special Cultural abilities: (like pack tactics, cunning artisan, etc. limit one per culture.)
There should be one culture package for each major nation: one for the dwarven realm in their mountains, one for the Kobold kingdom, one for the swamp lords, etc. And then a few other ideas that fill in concepts around that. Every Culture package should be limited to skills, languages, maybe tool proficiencies, what else? Pack tactics, Cunning Artisan,
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