Cultures


Cultures of the Delta and surrounding areas are available to place a character more specifically into the world, as some are insular places that hold a solitary nation state while others are nomads or even wide reaching imperial remnants. Each one provides a small amount of insight to a character along with a pair of Proficiencies that can be utilized to exhibit your Character’s personality and origin

The Standard Map of the Region with Cultures separated by Colors, specific colors do not have any direct relation to the properties of the Culture


Cultural Traits

  • Origin - The people who established this culture and represent the Majority

    • Migration - The peoples from far to the South who have slowly encroached northward, the most Prominent of which is Quinnan (the remnants of the old Dwarven Empire)

    • Goblinoid - The indigenous peoples from the lands to the North who have slowly been fighting off the Migratory peoples

    • Draconic - The oldest group, represented in the wider world by their Draconic Heritage, including the Green Drake Arizzian and the Void Drake of Unlife

    • Oceanic - This extremely sparse group makes up the largest part of the North and regularly emerge from their underwater homes to enjoy life on land

  • Alignment - Represents how strong a centralized Administration and Laws dictate the daily life of their People

    • Chaotic - These forces have small effects on daily life, tradition is stronger a motivator

    • Lawful - These forces are ever present and are encouraged by tradition

  • Religion - What the Majority Group believes in, organized by the peoples whom originally preached it

    • Migration Religions

      • Old Gods - The migration races held many Divines (16) in their realm of worship when they first arrived, and only some still properly preach their practices 

      • Golden Worship - The first evolution of the migration worship occurred in the first great Migration State as it transformed into the Golden Empire, reducing the legal worship of Divines to 8

      • Platinum Worship - The most recent evolution has occurred within Sembasa, a type of Henotheism which preaches the supremacy of the platinum goddess Arantil above the 8. They do not restrict the worship of the other 7 but all churches must have the main shrine dedicated to Arantil

    • Goblinoid Religions

      • Ancestor - The belief that spirits linger after death until they reincarnate is a common belief for some cultures, with their practitioners’ focus on venerating old grounds and histories

      • Primordial - Within the Delta some very old cultures have kept the practices of Natural Magics alive, their belief system directly related to the worship of the land

      • Star-Worship - Hailing from the sea peoples which populate the lush seas north of the continent this worship focuses on the power the stars and constellations have on the 

      • Sun Worship - This monotheistic version of Star-Worship is the evolution that some goblinoid cultures along the east coast had taken into account, with their belief being that all Stars are just the children of the great star in the sky which warms the planet, worthy of respect but absolutely not of worship

    • Draconic Religions

      • Drakoram - This alternate religion is brought on by the powerful control of the 5 Great Drakes who speak of an elder time only they know of about a great Dragon named Drake (the title of which being where their titles come from) who stopped the onset of the Giants many centuries pas

  • Type - The Cultures of the Delta are broken down into 7 Types, each representing the strongest habit within the Culture

    • Bureaucratic - Efficient, Lawful, but obtuse and slow to change - +1 Intelligence

    • Ceremonious - Form over Function, Lawful, honor and prestige - +1 Dexterity

    • Communal - Form tightly knit groups based on preconceived notions - +1 to any Attribute Score 

    • Egalitarian - Places emphasis on integration and common duty - +1 Constitution

    • Spiritual - Puts more value in faith than politics and power - +1 Wisdom

    • Stoic - Resistant to change externally and internally, timeless, live in the present - +1 Constitution

    • War Society - Society demands action and mastery of personal arms - +1 Strength

  • Tradition - This separates out the Different Cultures into their own version of the Type above, with some preferring Martial Traditions while others are Socially motivated even in a War Society

    • Social Traditions

      • Artisan Class - Proficiency with: Commerce and any Artisan Tool (your choice)

      • Bureaucratic Organization - Proficiency with: Investigation and Society (Advantage on Society Rolls of your own Culture)

      • Charitable - Proficiency with: Insight and Persuasion

      • Enlightened Philosophers - Proficiency with: History and Society (Advantage on Society Rolls of your own Culture)

      • Far-Reaching Politics - Proficiency with: Persuasion and any 2 other Common Languages (your choice)

      • Mercantile - Expertise with: Commerce (You can utilize your choice of your Charisma or Intelligence Modifiers with this Skill)\

      • Martial Administration - Proficiency with: A Martial Weapon Type (Axes/Hammers/Swords/Polearms/Ranged) of your choice and Warfare

      • Ocean Supremacy - Proficiency with: Sailing and Navigator’s Tools

      • Religious - Expertise with: Religion

      • Storytellers - Proficiency with: History, Religion, or Society (2 of your choice)

      • Torturers - Expertise with: Intimidation

      • Vengeful - Proficiency with: Simple Weapons and Intimidation

      • Welcoming - Proficiency with: Persuasion and Society

      • Slavers - Proficiency with: Athletics and Improvised Weapons (You have Advantage on Grappling when utilizing Athletics and wielding a Trap Item (such as a net, rope, or manacles)

    • Warfare Traditions

      • Desert Fighter - Proficiency with: Survival and Stealth (ADV on both when in Desert Terrain)

      • Forest Hunters - Proficiency with: Simple and Martial Bows and Survival (ADV in Forested Terrain)

      • Formation Fighters - Proficiency with: Simple and Martial Polearms, and Light Armor (You have Advantage on all Weapon Attacks with Polearms when fighting in a Formation)

      • Guardian Shieldmen - Proficiency with: Bucklers, Shields, Light Armor, and Medium Armor

      • Saddleborn - Proficiency with: Animal Handling and Riding

      • Sea Raiders - Proficiency with: A Martial Weapon Type (Axes/Hammers/Swords/Polearms/Ranged) of your choice and Warfare

      • Skirmishing Experts - Proficiency with: Darts, Javelin, Sling (All are Finesse Weapons for you and you increase their Ranges by 10m)

      • Mercenary Travelers - Proficiency with: A Martial Weapon Type (Axes/Hammers/Swords/Polearms/Ranged) of your choice and Commerce

      • Mountain Infantry - Proficiency with: Constitution Saving Throws

      • War Priests - Proficiency with: Martial Hammers, Shields, and Religion or Society

      • Warrior Landholders - Proficiency with: Choose 2 between (Shields, Martial Swords, Light Armor, and Medium Armor) and Warfare

    • Niche Traditions

      • Bird Riders - Gain Proficiency with Animal Handling and Riding when Mounted on Windalian Greatbirds

      • Desert Caravanners - Proficiency with Commerce and Expertise with Survival (when in Desert Conditions)

      • Mystic Smiths - Expertise with Jotun Tools


Cultures by Region

Central Deltian Cultures -  Making up the main populations these cultures are almost completely agriculturalist, with the strong exception of the Taijik

  • Bediri

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: Stoic

    • Tradition: Formation Fighters

  • Hazzikite

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Bureaucratic 

    • Tradition: Saddleborn

  • Quinnan - This culture is the dominant one in Demovia, with its practitioners having lived in the areas controlled by the now defunct Dwarven Empire

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Bureaucratic

    • Tradition: Far-Reaching Politics

  • Ralilaush

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Ancestral

    • Type: Stoic

    • Tradition: Skirmishing Experts

  • Sputch

    • Origin: Goblinoid 

    • Alignment: Lawful Neutral

    • Religion: Star Worship + Ancestral

    • Type: Communal

    • Tradition: Martial Administration

  • Taijik

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: War Society

    • Tradition: Saddleborn

  • Vaulishi

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Egalitarian

    • Tradition: Warrior Landholders

  • Zentu

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: War Society

    • Tradition: Martial Administration

Northern Deltian Cultures - This group of cultures is extremely varied and inhabits the widest areas but with low population density

  • Ariziian

    • Origin: Draconic

    • Alignment: Lawful Neutral

    • Religion: Drakoram

    • Type: Ceremonious

    • Tradition: Warrior Landholders

  • Ay’malute

    • Origin: Oceanic

    • Alignment: Lawful Good

    • Religion: Star-Worship

    • Type: Spiritual

    • Tradition: Charitable

  • Balnirz

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Sun Worship

    • Type: Communal

    • Tradition: Great Waste Caraveneers

  • Hanrin

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Sun Worship

    • Type: Communal

    • Tradition: Mercantile

  • Korent

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Primordial

    • Type: Communal

    • Tradition: Religious

  • Qauri

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: Egalitarian

    • Tradition: Storytellers

  • Sealandric

    • Origin: Oceanic

    • Alignment: Lawful Neutral

    • Religion: Star-Worship

    • Type: Egalitarian

    • Tradition: Far-Reaching Politics

  • Slathi

    • Origin: Goblinoid - Bugbears

    • Alignment: Neutral Evil

    • Religion:  Sun Worship

    • Type: War Society

    • Tradition: Desert Fighters

  • Tei’teran 

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Ancestral

    • Type: Communal

    • Tradition: Saddleborn

  • Vagrun

    • Origin: Goblinoid

    • Alignment: True Neutral

    • Religion: Star Worship

    • Type: Stoic

    • Tradition: Storytellers

  • Voidling

    • Origin: Draconic

    • Alignment: Neutral Evil

    • Religion: Drakoram

    • Type: Ceremonious

    • Tradition: Slavers

Southern Deltian Cultures - This group belonging to the largest and most southern part of the Delta are all influenced by the fog-ridden dunes of the Hromarsh and its windswept mountains the mark its center

  • Aerinivichl

    • Origin: Migration

    • Alignment: Chaotic Neutral

    • Religion: Old Gods

    • Type: Egalitarian

    • Tradition: Mercenary Travelers

  • Coris

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Egalitarian

    • Tradition: Welcoming

  • Hromarshi

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Primordial

    • Type: Communal

    • Tradition: Hromarsh Caraveneers

  • Jey

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Stoic 

    • Tradition: Far-Reaching Politics

  • Lowlaibic

    • Origin: Migration

    • Alignment: Chaotic Neutral

    • Religion: Old Gods

    • Type: Ceremonious

    • Tradition: Storytellers

  • Hazzikite

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Bureaucratic 

    • Tradition: Saddleborn

Island Cultures - Those to the East and of the central sea which is influenced mainly by the Commonwealth and its colonialist attitudes

  • Brahliga

    • Origin: Goblinoid

    • Alignment: Chaotic Good

    • Religion: Old Gods

    • Type: War Society

    • Tradition: Mountain Infantry

  • Palugi

    • Origin: Draconic

    • Alignment: Neutral Good

    • Religion: Star Worship + Drakoram 

    • Type: Bureaucratic 

    • Tradition: Ocean Supremacy

  • Proicarian

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: Communal

    • Tradition: Skirmishing Experts

  • Tempestua

    • Origin: Migration

    • Alignment: Neutral Good

    • Religion: Old Gods

    • Type: Stoic

    • Tradition: War Priests

Alko Cultures - The west is primarily occupied by the Aklopeluko Confederation but has other influential groups on this prominent island

  • Aklopelukan

    • Origin: Migration

    • Alignment: Chaotic Neutral

    • Religion: Old Gods

    • Type: Egalitarian

    • Tradition: Enlightened Philosophers

  • Ediguj

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Old Gods

    • Type: Communal

    • Tradition: Religious 

  • Jaulsh

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Primordial

    • Type: Egalitarian

    • Tradition: Mercantile

  • Jaurk

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Primordial

    • Type: Stoic

    • Tradition: Majestic Smiths

  • Perdisan

    • Origin: Goblinoid 

    • Alignment: Neutral

    • Religion: Ancestor

    • Type: Spiritualist

    • Tradition: Welcoming

North-Eastern Demovian Cultures - This region just past the northern edge of Demovia is known primarily for the current which carries water northward and which allows for many ships to flourish travelling towards the Delta

  • Iharrisan

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: War Society 

    • Tradition: Sea Raiders

  • Kepcho

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: War Society 

    • Tradition: Torturers

  • Kjat

    • Origin: Goblinoid 

    • Alignment: Chaotic Neutral

    • Religion: Old Gods

    • Type: Ceremonious 

    • Tradition: Mercantile

  • Qa’ati

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Ancestors

    • Type: Egalitarian

    • Tradition: Artisan Class

  • Rochellian

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Golden (8 Divines)

    • Type: Bureaucratic

    • Tradition: Ocean Supremacy

Northern Demovian Cultures - This area is actually the northernmost region of the great continent Demovia and is encompassed by the great sea and deserts to the South, its true beginnings lieing within the greatest forest in the world which stretches along the Equator

  • Ancalupish

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Star Worship

    • Type: Ceremonious

    • Tradition: Religious

  • Darasel

    • Origin: Goblinoid 

    • Alignment: Lawful Neutral

    • Religion: Ancestor

    • Type: War Society

    • Tradition: Skirmishing Experts

  • Ebu

    • Origin: Goblinoid

    • Alignment: Neutral Good

    • Religion: Old Gods

    • Type: Egalitarian

    • Tradition: Ocean Supremacy

  • Kafiji

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Ceremonious

    • Tradition: Coastal Agriculturists

  • Kiliji

    • Origin: Goblinoid

    • Alignment: Lawful Neutral

    • Religion: Ancestor

    • Type: Egalitarian

    • Tradition: Far-Reaching Politics

  • Labaliga

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Stoic

    • Tradition: Artisan Class

  • Morini

    • Origin: Goblinoid 

    • Alignment: Neutral Good

    • Religion: Ancestor

    • Type: Egalitarian 

    • Tradition: Welcoming

  • Nazar

    • Origin: Goblinoid 

    • Alignment: Lawful Neutral

    • Religion: Old Gods

    • Type: Communal

    • Tradition: Vengeful

  • Purahtan

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Ancestor

    • Type: Communal

    • Tradition: Forest Hunters

  • Stelaliq

    • Origin: Migration

    • Alignment: Chaotic Neutral

    • Religion: 

    • Type: Spiritual 

    • Tradition: Sea Raider

Far Reaching Cultures - The most powerful cultures of the areas outside the map’s range and which great numbers of people are found, allowing the occassional traveler to have made it across the world to here

  • Goldenian - The culture of the Golden Empire far to the South with large influence but not extending up to the Delta, with only the adjacent group known as Rochellians making it

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: Old Gods (Golden)

    • Type: Spiritual

    • Tradition: Religious

  • Great Sea Cultures - These cultures are North of the the Golden Empire but south of the lower area of the map, they have special sailing knowledge

    • Origin: Goblinoid

    • Alignment: Chaotic Neutral

    • Religion: Star Worship

    • Type: Egalitarian

    • Tradition: Mercantile

  • Windalians - Those from across the wide ocean to the east this group normally must pass through the long southern continent before reaching here. They are a federalist society with a special ability for riding their giant birds which roam free on the wind ranging plains of that land

    • Origin: Migration

    • Alignment: Lawful Neutral

    • Religion: The Old Gods

    • Type: War Society

    • Tradition: Bird Riders

Next
Next

The Swashbuckler Class