Cultures


Your Character’s Culture, unlike their Species, doesn’t determine what they look like or what they’re capable of, but gives them a cultural background, which provides several additional important elements of play - Perks, Quirks, and Backgrounds.

WHAT DOES CHOOSING A CULTURE GIVE MY CHARACTER?

The world you’re in supports several cultures, and just because your character is a certain Species doesn’t automatically mean they belong to a given Culture. There are four primary effects of Culture on your Character:

  • ROLEPLAY: provides a background and backstory for the character to work from.
  • PERKS: One to three of the culture’s three related Perks should be added to the character’s list. Perks allow you to do something in a social setting and gain a gameplay advantage.
  • QUIRKS: One to three of the culture’s three related Quirks must also be added to the character’s list. Quirks are like Perks, but emphasize negative interpersonal habits. However, like Perks, when indulged in, they provide a gameplay advantage.
  • BACKGROUNDS: While experienced Players can determine for themselves their Characters’ Social Status, Faction, Faith, and Profession, Players who are new to the Dying Sun setting can choose from pre-built Backgrounds to bring them into play quicker.
HOW DO PERKS AND QUIRKS WORK?

Choosing a CULTURE allows you to choose from 1-3 PERKS associated with that CULTURE. A Character is forced to take as many CULTURAL QUIRKS as they choose PERKS, so if you choose 3 PERKS, you must also choose the remaining 3 QUIRKS.

Activating a cultural PERK or QUIRK is as easy as fulfilling the requirement for the Perk or Quirk as noted in the Requirements for that PERK or QUIRK on the cultural chart - e.g., a character with the GENEROUS Perk would only have to give something valuable to someone in need, and the Perk would then be activated.

Activating a Cultural Quirk or Perk always results in the same benefit:

The Player can choose to make any one future CHALLENGE or SAVE Roll in that Scene or Combat as though their TALENT for that Ability were SUPERNAL.

Cultural Perk and Quirk activations do not stack, so there are no additional benefits to meeting the requirement for more Cultural Perks or Quirks once one has become active.

WHAT DO BACKGROUNDS DO FOR MY CHARACTER?

Choosing a Culture also gives you a leg up deciding what BACKGROUND details you can choose for your character. BACKGROUNDS are a shorthand way to build a character’s backstory while including four specific details:

  • Social Standing,
  • Faith,
  • Profession, and
  • Faction Alignment.

Advanced players familiar with the Dying Sun setting can build their own Backgrounds from those four components, but included in the following Cultural profiles are common Backgrounds for each Culture to facilitate quick play for new players.

DO ANY SPECIES NOT HAVE CULTURES OF THEIR OWN?

Actually, yes - there are several, and they’re noted below, along with the reasons they have no persistent culture, and the Cultures where those Species can most commonly be found.

SPECIES WITHOUT CULTURES
SPECIES DESCRIPTION COMMON ALTERNATIVES
EIDOLON The Eidolon will, as individuals, willingly and openly adopt the mannerisms of the culture they live in, and remain true to its roles and norms even when they move to other cultures. Any
FOMORI Fomori exist mainly in Nomadic family-sized packs and have no consistent culture among them. Occasionally, one of the Fomori will either become a Hermit or settle near another Culture’s settlements, but in those cases they become Wanderers, and have a difficult time integrating. Nomad, Hermit, or Wanderer
HUSKS Husks, often shunned and reviled, will sometimes exist within the Vagrant Social Class, living at the outskirts of poverty and homelessness when choosing to conform to a specific Culture, or as Hermits or Wanderers, completely apart from a Culture. Any Vagrant; Hermit or Wanderer
STA’AK The Sta’ak insinuate themselves into a target culture and attempt to blend in without detection. While some few have become Hermits or Nomads, there appears to be some innate need to socialize in the Staak’s species identity. Any but Wanderer
SUTHARIS The Sutharis nearly always exist as solitary Hermits and rarely interact with other species, though some have been known to join small bands of Nomads under unusual circumstances. Hermit, Nomad
SYYN Syyn have no culture and do not integrate. They are Wanderers to the core. Wanderer
PEET GOES TO SEA

Though most Kâlindival grow up on Bet’ril Isle, Sneeky Peet has had it rough, Brett decides, and he wants his Kâlindival alter-ego to have grown up in a more difficult environment - something that will make him a bit more hardened and cynical than his bretheren.

Though the ice-caverns of Thurgar are tempting, eventually Brett settles on the Hengian culture for Peet, as he’s finding the image of a crusty old salt of a gnome appealing.

  • Building a backstory where Peet stows away on a ship bound for Henge during his youth, Brett chooses [BOLD] as a Cultural Perk, and [WANDERLUST] as a Cultural Quirk.
  • Conveniently, there’s already a pre-built BACKGROUND for a Sailor in the Hengian Culture. A quick scan reveals it’s everything he wants, so Brett picks Sailor for Peet’s background, which gives him:
    • Peasant for his SOCIAL STANDING,
    • Dawn for his FAITH,
    • Sailor as his PROFESSION, and
    • The Unquiet for his FACTION ALIGNMENT.
ÆNDISH: STALWARTS OF THE NEAREST SHORE

Tiring of the constant wars and politics, hardy Dalkrian explorers and pioneers joined forces and ventured west, to Vadria, and forged homes there from the wild, unconquered lands.

Aendish Landscape Aendish Landscape

When the first hardy explorers ventured west across the Dalkrian Seas to Vadria, they founded Ændor just inland from the new land’s northeastern coasts, only to realize they’d discovered a land close to paradise. While far away from the corruption of the Autarchy, the peninsula’s rich loam, the nearby forests’ rich game, and the natural cove harbor on the shore made this slow-growing city the perfect sanctuary for the world-weary - and for those looking to leave their old lives behind.

The Ændish consist primarily of Human, Vasriel, and Kâlindivailian citizens; others are accepted but are clear minorities.

ÆNDISH PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
COOPERATIVE Work together with an ally to solve a problem or overcome a challenge. INDECISIVE Fail to make a decision or a choice, or change your mind before committing, when the stakes for doing so are non-trivial.
COMPETITIVE Challenge someone to a test of skill or power where the stakes are non-trivial. ANTAGONISTIC Arbitrarily reject a plan or idea that a majority of a group you’re part of wants to adopt, or actively sabotage someone who’s trying to do something you feel you could do better.
GENEROUS Give something of value that you own to someone in need. SPENDTHRIFT Pay for something you absolutely must own no matter what the cost.
IDEALIST Believe an established contact who tells a story without any proof and act on it. Presume good intentions for a new contact despite no evidence for such an assumption. NAIF Ignore obvious inconsistencies in a story from any contact despite demonstrable and repeated evidence to the contrary and act on it.
PIOUS Refuse to take an action that goes against your Faith. ZEALOUS Punish another for taking an action that goes against your Faith.
SPONTANEOUS Take action in a Scene without any planning on your part - includes agreeing to a role determined by others or spontaneous action. COMPULSIVE Take immediate action in a Scene without consulting your comrades, when they are planning how to approach a difficult situation.
COMMON ÆNDISH BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
CROPPER Vagrant Torani Forager: Herbologist The Unquiet
SETTLER Peasant Concordat Profession: Farmer Federation of Challinar
SMITH Freeman Rigosian Artisan: Smith Federation of Challinar
CARAVANEER Merchant Valdurani Trader: Logistics Federation of Challinar
MILITIA Military Ardusari Profession: Soldier Federation of Challinar
PARSON Clergy Dawn Sage: Theology Federation of Challinar
LANDGRAVE Noble Dawn Diplomat: Populist Federation of Challinar
  • CROPPERS are nomadic farm workers who move from farm to farm to provide their labor at harvest time.
  • SETTLERS are the brave souls who fight back the frontier to build homes and farms of their own.
  • SMITHS work the iron of the land to provide tools and weapons.
  • CARAVANEERS build their team to trade goods from settlement to settlement across the sprawling frontier.
  • MILITIA provide their services to the smaller towns and farms, to protect against beasts, monsters, and raiders.
  • PARSONS spread the word of the Dawn, providing comfort and guidance to their flocks wherever they can.
  • LANDGRAVES lead each region, and come together at the capitol city to debate for resources for their province.
ALANTHI: ARBORISTS OF THE DEEP WOOD

The cultures of Alan’thil, the Vasriel city formed from the twined and enmeshed branches and canopies of the giant trees in the south of Dalkiar. Ancient and a bit self-absorbed, the culture focuses on living with nature instead of in opposition to it.

Alanthi Village Alanthi Village

When the Vasriel split across philosophical lines, the Solindriel stayed in their ancient home of Alan’thil, using the peaceful boughs of the gigantic Nal’ar trees as both literal and metaphoric shields against the rapid changes around and within them. Though they mourn the separation of their Tenebriel cousins, they see the entropy of their forest as the truest lens from which to view the world, and its ongoing care figures prominently in their culture.

Though predominantly Solindriel and highly conservative, the Alanthi have on occasion been known to take in any sentient being which can be at peace in the boughs of the Nal’ar trees.

ALANTHI PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
ADVOCATE Provide visible support to a contact in need against meaningful opposition when there is a cost involved. SYCOPHANT Curry favor with a contact you dislike specifically to gain power, wealth, or any other advantage.
CAUTIOUS Insist on making a plan before entering a dangerous or unknown situation. FEARFUL Act last in a scene or combat round and fail at your action, fail to act entirely, or retreat in a scenario which involves danger to yourself.
FORGIVING Make peace with an ally or foe who has wronged you, or forgive another’s mistake when the stakes were high. PLACATING Attempt to soothe or pacify an ally or foe who has disagreed with you, asserting your own wrongdoing even when you believe you were in the right.
MYSTICAL Draw an inference between a motive or effect and a myth, legend, or parable and express it to a contact or act on it. SUPERSTITIOUS Draw an inference between a motive or effect and a myth, legend, or parable, and react blindly or emotionally to the situation instead of fully evaluating it.
NOSTALGIC Recall a memory that reminds you of your current scene, a connection in it, or an opponent you’re fighting. MOURNFUL Recall a painful memory that reminds you of your current scene, a connection in it, or an opponent you’re fighting, and either fail at your action, fail to act, or react blindly or emotionally to the situation.
WISE Make an insightful cautionary prediction about future events based on prior experience, character backstory, or cultural influence. INSCRUTABLE Say something which sounds potentially insightful in a completely incomprehensible way during Diplomacy and refuse to elaborate further.
COMMON ALANTHI BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
GREENTENDER Vagrant Rilanari Sage: Botanist Alanthiri Council
GROVEKEEPER Peasant Rilanari Profession: Farmer Alanthiri Council
HEARTHBINDER Freeman Dawn Artisan: Arborcraft Alanthiri Council
STONESAYER Merchant Concordat Trader: Ore/Mineral Alanthiri Council
SCOUT Military Dawn Profession: Soldier Alanthiri Council
DRUID Clergy Dawn Sage: Botanist Alanthiri Council
SOL’ANTHI Nobility Dawn Diplomat: Politician Alanthiri Council
  • GREENTENDERS rove freely across the many communities of Alan’thil, shaping and trimming the city’s trees.
  • GROVEKEEPEERS plan, plant, cull, and manage the groves of trees which support the communities of Alan’thil.
  • HEARTHBINDERS actively form grown trees into living spaces, communal areas, and so forth.
  • STONESAYERS connect with outside caravaneers to purchase stone and metal goods that Alan’thil needs.
  • SCOUTS patrol the remote reaches of Alan’thil, protecting it from the threats at its borders.
  • DRUIDS are called when a tree or community is impacted, or when an individual needs spiritual guidance.
  • SOL’ANTHI are elected to represent each subcommunity and decide policy for the sprawling city.
ANLADRIAN: DEFENDERS OF THE GREAT BAY

The seaport of Anlador is home to this culture, with its daunting sea-maze and its towering, mechanized locks protecting its sprawling docks, and its dual personality as an old drab military town now surrounded by a bustling trade hub beyond its inner walls.

The Sea-Gates of Anlador The Sea-Gates of Anlador

Founded long before the Warlord came, Anlador was built by the kâlindur as a first line of defense against the stone ships of Khozhn’ol, with its razor-edged sea maze and its mammoth anlrâk sea-gates, with their powerful stone pillars standing sentinel to the bay’s entrance day and night. Though the one-time stronghold seaport has become a cosmopolitan center for trade, the Locks are as impressive now as the day they were wrought, and the city’s inner walls still bear the scars of both Imperial Khozhn’ol and Daloric Warlord alike.

Anladrian folk are primarily humans and vasriel, with a smattering of kâlindivaal and ur.

ANLADRIAN PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
ADVENTUROUS Risk or sacrifice an emotional tie to a contact, location, or item in order to set out on a new adventure or engage in a risky enterprise. RESTLESS Refuse to make an emotional tie to a contact, a location, or an item if creating that tie would be in your best interest.
PROFESSIONAL Accept a gift, a friendly advance from a contact, or a social invitation because it will explicitly profit you and not for any other reason. ASCETIC Decline a gift you desire, refuse a friendly personal advance from a contact, or reject a social invitation where personal indulgence is the likely outcome.
CHARISMATIC Attempt to win over a neutral party to your cause, or cause a foe to stand down without resorting to hostilities. CONCEITED Make a brash, irrational, or absurd claim about your abilities, achievements, or innate attributes while speaking to at least one contact who cannot verify your claims.
PROFITEERING Spend at least part of a scene ensuring you or your team will make a profit on an endeavor. SELFISH Spend at least part of a scene ensuring you and you alone will make a greater profit on an endeavor than your colleagues.
SPONTANEOUS Take action in a Scene without any planning on your part - includes agreeing to a role determined by others or spontaneous action. COMPULSIVE Take immediate action in a Scene without consulting your comrades, when they are planning how to approach a difficult situation.
OUTSPOKEN Speak up for a minority opinion or for someone who cannot speak for themselves to an authority figure or a crowd of people. BRASH Make a dare or challenge to a powerful authority figure or crowd of people which would result in dangerous or deadly stakes if taken up.
COMMON ANLADRIAN BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
RUNNER Vagrant Concordat Athlete / Running The Unqiuet
PORTER Peasant Concordat Athlete / Weightlifting The Unquiet
SAILOR Freeman Rilani Professional / Sailor Maltharian Autarchy
MERCHANT Merchant Concordat Trader Maltharian Autarchy
GUARD Military Concordat Professional / Soldier Maltharian Autarchy
INQUISITOR Clergy Iconoclast Professional / Investigator Maltharian Autarchy
PATRICIAN Nobility Iconoclast Diplomat / Political Maltharian Autarchy
  • RUNNERS are the young, lean folk who run messages within the city, whose next meal depends on their fleetness.
  • PORTERS work the docks, moving trade goods to and from the city’s vast warehouses.
  • SAILORS crew the great ships of Anlador, moving the trade goods of the city to their far-off destinations.
  • MERCHANTS purchase the finished goods of the craftsmen of Anlador and arrange trade to other cities.
  • GUARDS patrol the the docks, the streets of Anlador, and the Highlands beyond its gates.
  • INQUISITORS are the servants of the Autarch, who serve as philosophers to their flocks and punishers of worshipers.
  • PATRICIANS are self-selected rich and powerful citizens who make decisions for the city both clandestine and public.
AREGIAN: SEEKERS OF STONE AND SUN

The center of Ur culture, Areg is a city of massive carven and engraved stone circles and spheres, standing as a study in both grandiose form and detailed function from the perspective of the giants.

The Sea-Gates of Anlador The Sea-Gates of Anlador

Cycles of all kinds - life, death, love, war, commerce, and philosophy - find themselves inscribed in the stone surfaces of the city’s walls, and their winding, visual storytelling merges in strange ways when walls and cycles converge and then split off again.

The Ur have made an attempt to build Areg in such a way where other species could feel welcome, but its simple scale is offputting to most others, and its vast, inscribed halls and otherwise crude niceties make it a difficult place to love for any but its makers.

AREGIAN PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
CUNNING Act on your instincts instead of on expertise, education, or prior experience to resolve a situation. IGNORANT Insist and act on a course of action which explicitly rejects another’s expressed expertise, education, or experience.
GENEROUS Give something of value that you own to someone in need. SPENDTHRIFT Pay for something you absolutely must own no matter what the cost.
IDEALIST Believe an established contact who tells a story without any proof and act on it. NAIF Ignore obvious inconsistencies in a story from any contact and act on it.
JUST Bring a wrongdoer to justice using means which are legal and correct for either your culture, their culture, or the culture in which you’re currently located. VENGEFUL Exact an equal or greater punishment on someone you believe has seriously wronged you, based entirely on your own personal moral requirements.
MYSTICAL Draw an inference between a motive or effect and a myth, legend, or parable and express it to a contact or act on it. SUPERSTITIOUS Draw an inference between a motive or effect and a myth, legend, or parable, and react blindly or emotionally to the situation instead of fully evaluating it.
PASSIONATE Let your passions guide you in a scenario instead of keeping your cool and act on that emotional response to resolve a scenario. COMBATIVE Actively oppose a conflicting point of view using threats, incendiary rhetoric, or violence.
COMMON AREGIAN BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
TELLER Vagrant Iconoclast / Valdurani Artist / Storytelling Aregian Watch
SHAPER Peasant Iconoclast / Concordat Artisan / Mason Aregian Watch
TAMER Freeman Iconoclast / Rilanari Professional / Animal Handler Aregian Watch
SWAPPER Merchant Iconoclast Merchant / Barter Aregian Watch
POINTER Military Iconoclast / Ardusari Officer / Infantry Aregian Watch
CARVER Clergy Iconoclast / Valdurani Artist / Engraver The Navigators
WATCHER Noble Iconoclast / Ardusari Scoundrel / Spy Aregian Watch
  • TELLERS are the Ur who find, experience, or make up stories, and tell them to all who would hear.
  • SHAPERS are the stoneworkers who build and repair the great spheres and circles of Areg.
  • TAMERS are the ones who find, recruit, tame, train, and care for Areg’s population of helper animals.
  • SWAPPERS are Areg’s merchants who specialize in trading goods for goods.
  • POINTERS direct Areg’s militia - basically, all its citizens - in times of emergency or danger.
  • CARVERS are the philosophers and thinkers who carve their wisdom along Areg’s many stone surfaces.
  • WATCHERS are the ones who hide in plain sight to ensure their citizens are happy and healthy.
BETRILLAN: KEEPERS OF HOME AND HEARTH

The pastoral Betril Isle, nestled safely off the coast of Dalkiar, has been home to the kâlindivaal for centuries. With little strategic significance, Bet’ril Isle has largely escaped the ravages of the mainland’s wars… though its proximity to Fallen Isle is a bleak reminder that no place is entirely safe.

The Seaside village of Visrath The Seaside village of Visrath

Though Bet’daur, the kâlindivailian capitol, plays host to the trade ships of Dalkiar, Vadria, and even far-off Khozhn’ol, its laid-back, peaceful occupants, its lack of warlike capabilities or footing, and its cultural propensity for simply getting along make the place a kind of unspoken neutral zone, where even most long-time enemies can meet, speak freely, and make arrangements between them despite their diplomatic footing.

Bet’daur itself is known for its unusual architecture, itself a testament to the kâlindivailian ethic of getting along. Scaled half for the native kâlindivaal inhabitants with its 3’ tall doors, and half for the tallest visitors, the ur, with 6-yard ceilings, there is a place of comfort and respite to be found for most folk

As a result, while the bucolic Isle itself is primarily populated by kâlindivaal inhabitants – farmers, fishers, miners and craftsfolk plying their trades and enjoying simple lives – Bet’daur is extremely cosmopolitan, and many retired military officers, adventurers, and traders have made their home there.

BETRILLAN PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
ECLECTIC Reject a stereotype and extend or accept help or trust to or from an unlikely ally. XENOCENTRIC Show suspicion to someone of your own Culture, or give automatic trust to someone not of your Culture, without any other reason to do so.
IDEALIST Believe an established contact who tells a story without any proof and act on it. NAIF Ignore obvious inconsistencies in a story from any contact and act on it.
INQUISITIVE Question a stereotype or assumption MEDDLING
NOSTALGIC Recall a memory that reminds you of your current scene, a connection in it, or an opponent you’re fighting. MOURNFUL Recall a painful memory that reminds you of your current scene, a connection in it, or an opponent you’re fighting, and either fail at your action, fail to act, or react blindly or emotionally to the situation.
METHODICAL FIXATED
SUBTLE Use indirect means to achieve a goal, such that only you or your companions are aware of your manipulation. TIMID Defer or fail to achieve a personal goal in order to allow one of your colleagues to achieve their own goal.
COMMON BETRILLAN BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
CLANDESTINAUT Vagrant Varanost Scoundrel / Spy The Unquiet
AGRARIAN Peasant Elwanic Professional / Various Kâlindivailian Geniocracy
TRANSMIXER Freeman Valdurani Sage / Alchemist Kâlindivailian Geniocracy
CONVENEER Merchant Dawn Professional / Cook Kâlindivailian Geniocracy
RATIOCINATOR Military Ardusari Professional / Detective Kâlindivailian Geniocracy
MYSTAGOGUE Clergy Dawn Sage / Philosopher The Navigators
COGNOCRAT Nobility Valdurani Sage / Various Kâlindivailian Geniocracy
  • CLANDESTINAUTS are kâlindivailians in their early years, visiting other cultures to learn and help while unseen.
  • AGRARIANS are the farmers, animal handlers, fishermen, and hunters of Bet’ril’s many villages.
  • TRANSMIXERS are honored members of society, providing others with medicines, curatives, and enhancements.
  • CONVENEER keep Bet’daur’s taverns and inns running for camaraderie and clandestine meetings alike.
  • RATIOCINATORS are lightly armed police and protectors, and are primarily tasked with the investigation of crime.
  • MYSTAGOGUES are revered philosophers, gently guiding their society through myth, metaphor, and parable.
  • COGNOCRATS are the members of the Geniocracy who decide policy and law from the Halls of Insight in Bet’daur.
CAVAGAR: STALKERS OF THE BLACK SANDS

The Gochin cities and villages who swear fealty to them form the Cavagar culture, a loosely defined group whose beliefs and behaviors stem from an unshakeable faith in self, an undue reverence for the past, and a distaste for external opinions.

Cavagar village in the Black Desert Cavagar village in the Black Desert

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Gochin Bold Foolhardy
Commanding Domineering
Cunning Disdainful
Experienced Combative
Passionate Compulsive
Spontaneous Jaded
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
BARBARIAN Vagrant Pag’ai Tracker Tribal Gochin
SHAMAN Clergy Daloric Storyteller Tribal Gochin
CERIPHŒSIAN: DEFENDERS OF FREE WILL

One of the lost cultures of the Adaric Archipelagos, far to the south. Separated from the North for hundreds of years, their perspectives are quaint and archaic, and they have had a difficult time re-integrating into the modern world.

Ceriphos, before the fall Ceriphos, before the fall

The Republic of Ceriphos was known as the center of wisdom and knowledge of the Adaric Archipelagos. Originally formed by runaway slaves from Rhaliman, it proudly aligned itself against the barbarism of that slave state. While they grew powerful and fought valiantly against the injustices of the slavers, in the end, their pride proved their undoing. Refusing to see see the growing threat of Ilduroth, or the need to ally against a far greater evil, Ceriphos fell when the iron fleet sailed from Ilduroth, leaving Deligos and Rhaliman alone to fight the awakened evil of the wraith queen.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Vasriel Aesthetic Hedonist
Human Forgiving Placating
Kâlindur Generous Spendthrift
Nostalgic Mournful
Pious Zealot
Wise Inscrutable
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
MINSTREL Merchant Dawn Musician Maltharian Autarchy
RANCHER Freeman Rilanari Rider Maltharian Autarchy

CHALLINAI

Tiring of the constant wars and politics of Dalkiar, these hardy explorers ventured west, to Vadria, and forged homes there from the wild, unconquered lands from the salt mines of Challinar to the rich loam of Aendor.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Human Adventurous Wanderlust
Solindriel Artisan Ascetic
Kâlindival Centered Cold
Guarded Xenophobic
Loyal Sycophant
Stern Grim
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
EXPLORER Freeman Dawn Navigator Federation of Challinar
SETTLER Freeman Concordat Farmer Federation of Challinar

CHRYSIALBAU

The combined lands of the Courts of Snow and Soot, the Zephriel kingdom of Chrysialbau has never known peace, for change is in its very nature. Few who sojourn there remember it clearly, and fewer still care to recount the tales they do recall.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Fey Aesthetic Hedonist
Charismatic Conceited
Passionate Combative
Pragmatic Amoral
Spontaneous Compulsive
Wise Inscrutable
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
THREAD-CUTTER Nobility Unitarian Vivisectionist Tywysoges Huddygl
WINE-PROCURER Nobility Unitarian Magician Tywysog o Eira

CONSPIRACY

The Dölgöthran Conspiracy is a vast, loose network of Dölgöthran agents, all working in one way or another to further their dark masters’ ends. While many Dölgöthros adopt the Culture of their host species, some, upon learning the truth, will turn their interests to their true nature, and the culture of the Conspiracy is what they find.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Dölgöthros Centered Cold
Guarded Xenophobic
Patient Martyr
Pragmatic Amoral
Subtle Timid
Experienced Jaded
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
SPY Freeman Varanost Observer Dölgöthran Conspiracy
WAKENER Clergy Unitarian Persuader Dölgöthran Conspiracy

DELIGOSIAN

One of the lost cultures of the Adaric Archipelagos, far to the south. Separated from the North for hundreds of years, their perspectives are quaint and archaic, and they have had a difficult time re-integrating into the modern world.

Deligos was a loose confederation of seafarers, traders, and pirates, attempting to make their way in the world and removed from the conflict between Ceriphos and Rhaliman.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Vasriel Charismatic Conceited
Human Cunning Disdainful
Inquisitive Meddling
Passionate Combative
Profiteering Selfish
Welcoming Naïve
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
MINSTREL Merchant Dawn Musician Maltharian Autarchy
RANCHER Freeman Rilanari Rider Maltharian Autarchy

ECHOINE

The Lyðuðræ come from a deep place in the earth, a towering city of acid-carved stone, complete darkness, and the unending clacks and snaps of echolocation all around them. To most foreigners it is madness, but to the Lyðuðræ it is the Deep Dream.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Lyðuðræ Aesthetic Hedonistic
Guarded Xenophobic
Loyal Sycophant
Mystic Superstitious
Subtle Timid
Wise Inscrutable
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
LLYNHWEY (Diplomat) Nobility Dusk Demagogue Lysudran Imperatrix
SHULSHARRH (Architect) Nobility Dusk Stonemason Lysudran Imperatrix
VLLYCHYYN (Accessorist) Freeman Dusk Artist Lysudran Imperatrix
SSIL-FHYLYR (Far Trader) Merchant Concordat Trader Lysudran Imperatrix

HENGIAN

Those who hail from the Isle of Henge, named for the immense and ancient stone monoliths which dwarf the city built underneath them, has a long and storied history of sailing, piracy, and putting one’s nose where it does not belong.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Human Adventurous Wanderlust
Bold Foolhardy
Forgiving Placating
Loyal Sycophant
Pious Zealot
Profiteering Selfish
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
INQUISITOR Clergy Iconoclast Observer Maltharian Autarchy
SAILOR Peasant Dawn Sailor The Unquiet

ILDUROTHI

One of the lost cultures of the Adaric Archipelagos, far to the south. Separated from the North for hundreds of years, their perspectives are quaint and archaic, and they have had a difficult time re-integrating into the modern world._

Ilduran was the first kingdom of the Archipelagos, and although its citizens held firm against the growing barbarity and bloodthirst of the younger kings, its kings fell, slowly, into the thrall of the dark voices deep within the island’s heart.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Kâlindur Bold Foolhardy
Human Commanding Domineering
Passionate Combative
Pragmatic Amoral
Stern Grim
Experienced Jaded
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
MINSTREL Merchant Dawn Musician Maltharian Autarchy
RANCHER Freeman Rilanari Rider Maltharian Autarchy

KHOZHN-AH

The culture of the Drakkhozhn mainland, Khozhn’ol. Militaristic, amoral, and ancient.

PERKS & QUIRKS
PERK REQUIREMENT QUIRK REQUIREMENT
CENTERED Let your rational mind guide you in a scenario instead of listening to your emotions and act on that logical response to resolve a scenario. COLD Actively refuse an emotional plea from a friend or companion in order to stick to a plan or maintain a perceived advantage.
DISCIPLINED AUSTERE
GUARDED Trust a negative stereotype and refuse or reject help or trust for an unlikely or unfamiliar ally. XENOPHOBIC Show suspicion to someone not of your own Culture, or automatically suspect the guilt of someone not of your Culture, without any other reason to do so.
INDEPENDENT AUTOCRATIC
JUST Bring a wrongdoer to justice using means which are legal and correct for either your culture, their culture, or the culture in which you’re currently located. VENGEFUL Exact an equal or greater punishment on someone you believe has seriously wronged you, based entirely on your own personal moral requirements.
OBJECTIVE Take an action in order to verify a suspicion, validate a theory, or otherwise act in a way you feel is necessary despite your Faith. AMORAL Take abrupt and decisive action which goes against your Faith for any reason at all.
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
KHOZHN’AKAN (Soldier) Freeman Ancestors Strategist Imperial Khozhn’ol
MAHAL-KAL’AK (Mystic) Clergy Ancestors Astrology The Navigators

MALTHARIAN

The apex of culture and progress on Dalkiar, home to the Autarch and his Council of Oligarchs. Expanding its influence daily by providing magical power to remote areas and its own military, the Autarchy is the de facto master of the modern world.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Vasriel Aesthete Hedonist
Human Charismatic Conceited
Commanding Domineering
Inquisitive Meddling
Profiteering Selfish
Welcoming Naïve
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
OLIGARCH Nobility Iconoclast Demagogue Maltharian Autarchy
WARDEN Freeman Iconoclast Logistician Maltharian Autarchy

RHALIMANI

One of the lost cultures of the Adaric Archipelagos, far to the south. Separated from the North for hundreds of years, their perspectives are quaint and archaic, and they have had a difficult time re-integrating into the modern world.

Rhaliman, overly reliant on enslaved laborers, was the greatest military power of the Archipelagos, and was ultimately responsible for marshaling the remaining might of the islands against the encroaching darkness of Ilduroth after the fall of Ceriphos.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Vasriel Adventurous Wanderlust
Human Bold Foolhardy
Centered Cold
Charismatic Conceited
Commanding Domineering
Cunning Disdainful
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
MINSTREL Merchant Dawn Musician Maltharian Autarchy
RANCHER Freeman Rilanari Rider Maltharian Autarchy

RUL’IROSIAN

The northwestern frontier of Dalkiar spans the Rul’irosian peninsula, from the deep fens of Rushlight to the mines of Dust. Central to it all, the city of Ril’agost stands prominently on the western shore, the gateway to Bet’ril Isle and the vigilant watch of Fallen Isle.

THÂRNUL

The Golden Age of the Kâlindur ended when their island home sank beneath the waves, and the Kâlindur have never forgotten - or recovered. The Exiles occupy half-hearted settlements or wander, never quite finding their way back to a home which ceased to exist long ago.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Kâlindur Detached Ascetic
Nostalgic Mournful
Pious Zealot
Stern Grim
Just Vengeful
Experienced Jaded
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
ALCHEMIST Clergy Valdurani Alchemist The Navigators
THANE Nobility Concordat Logistician Kâlindikar Remnant

VANAGARI

The Vasriel of Vanagar rejected the sun and the trees, choosing instead the dark, frozen majesty of their ice-carven halls. Heavily political, deeply treacherous, and harrowingly beautiful, the Tenebriel and their chosen home are reflections of each other.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Vasriel (Tenebriel) Aesthete Hedonist
Centered Cold
Guarded Xenophobic
Pragmatic Amoral
Subtle Timid
Wise Inscrutable
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
ASSASSIN Clergy Torani Stealth Thurgaran Federation
HOSTELER Merchant Varanost Observation The Navigators

HERMIT

Hermits have left behind civilizations and cultures for reasons known only to them, and have learned to live by their wits and their instincts.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Sutharis Forgiving Placating
(Any) Generous Spendthrift
Mystical Superstitious
Nostalgic Mournful
Patient Martyr
Pious Zealot
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
HEALER Peasant Elewani Healer 1 per die allowed
MONK Freeman Unitarian Theology 1 per die allowed

NOMAD

Nomads reject greater civilization and retain the bonds of small familial groups, moving from place to place to avoid scrutiny and remaining fiercely loyal to their blood kin, while eternally suspicious of outsiders.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Fomori Cunning Disdainful
(Any) Detached Ascetic
Innocent Naïve
Just Vengeful
Patient Martyr
Profiteering Selfish
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
HERBALIST Peasant Rilanari Profession: Botanist 1 per die allowed
HUNTER Peasant Torani Profession: Hunter 1 per die allowed
SHEPHERD Peasant Rilanari Profession: Animal Care 1 per die allowed
SCOUT Military Concordat Officer: Irregular 1 per die allowed
SHAMAN Clergy Elwanic Sage: Astrology 1 per die allowed
ADVERSARY Clergy Daloric Sage: Theologist 1 per die allowed
ELDER Nobility Rilanari Diplomat: Religion 1 per die allowed

WANDERER

Unlike Hermits, Wanderers occasionally desire the company of others, though their tolerance is low and they’re unlikely to make or keep deep relationships. Always on the move and always alone, whether they’re running to or from something is never clear.

PERKS & QUIRKS
SPECIES PERKS QUIRKS
Syyn Adventurous Wanderlust
(Any) Bold Foolhardy
Inquisitive Meddling
Spontaneous Compulsive
Stern Grim
Experienced Jaded
COMMON BACKGROUNDS
NAME SOCIAL FAITH PROFESSION FACTION ALIGNMENT
OUTLANDER Vagrant Concordat Forager 1 per die allowed
MERCENARY Peasant Pag’ai Tactician 1 per die allowed