Culture

Culture is distinct from the way a race governs itself socially. It is the emphasis on their values towards meaning and expression of life rather than the means of organization.

Benefits and Adjustments

Choosing your first Culture is free. Selecting further Cultures costs 1 ​ identity points per Culture.

Each Culture provides one free benefit which is listed with a cost of 0 ​.
All other benefits have a listed cost in identity points.


When picking your stat adjustments, you may select +1 ​ from any two of the ability scores associated with your Culture(s).

Stat Adjustments Table

Subtype Str Dex Con Int Wis Cha
Explorative +1 +1 +1
Warring +1 +1 +1
Artisan +1 +1 +1
Philosophical +1 +1 +1
Performing +1 +1 +1
Religious +1 +1 +1
Merchandising +1 +1 +1
Monastic +1 +1 +1
Naturalistic +1 +1 +1
Scholarly +1 +1 +1

Explorative *

Alternate names: Pioneering, Adventurous, Nomadic, Surveying

The spirit of exploration defines this culture, shaping its people into intrepid travelers, chroniclers, and seekers of the unknown. Driven by curiosity and wanderlust, members of this society value bold journeys, mapping uncharted territories, exchanging stories, and uncovering mysteries both at home and abroad. Their orientation toward the new and the distant grants powerful skills in scouting, adaptation, and interpersonal relations—making them invaluable guides, diplomats, and adventurers wherever they roam.

IP Benefit
0 Level 1 trained in (Survival) and (Geography) or (Local) (choose one)
0 Identify landmarks and recall travel routes in new areas
0 Can always find safe shelter for the group (1/day, DM may impose challenge)
2 Gain a random helpful rumor or secret about a new settlement or region visited
2 +2 to all Knowledge (geography, local, history) checks in new places
2 Free reroll to resist fear or confusion when encountering the unknown
1 +1 to Survival or Perception while traveling
1 Gain a basic working knowledge of one new language per major journey (see DM)
1 +2 to checks to uncover, interpret, or follow tracks, trails, or migration routes
1 +1 to Diplomacy/Negotiation with strangers or foreign cultures
1 Recall stories, myths, or rumors relevant to encountered places or people
1 Mark or map hazards, safe zones, or resources in new regions (shared with party)

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Warring *

Alternate names: Martial, Strategic, Conquering, Defensive

With a culture grounded in martial tradition, this race esteems valor, tactical mastery, and the glory of the battlefield above all. Their rituals, arts, and social hierarchy are shaped by a lifelong devotion to weapons, discipline, honor, and stratagem—yielding fierce warriors and cunning tacticians esteemed by allies and feared by enemies. The legacy of conquest and defense echoes throughout their myth, law, and celebration.

IP Benefit
0 Level 1 trained with all simple and martial weapons
0 +1 to Intimidation or Command checks in battle
0 Can identify fighting styles, weapons, and armor (Cultural Lore: Warfare)
2 +1 to Damage once per round with any weapon while engaged in direct combat
2 May rally allies, providing +1 Morale to attack for all within 15' (1/session)
2 Reroll a failed Attack of Opportunity, once per encounter
1 +2 to Initiative checks
1 +2 to checks for strategy/tactics (e.g., setting ambushes, reading the battlefield)
1 +1 to all attacks against favored martial foes (declared at character creation)
1 Ignore the first instance of the ā€˜Shaken’ condition per session
1 +1 Defense (AC) when surrounded by 2 or more hostile foes
1 Perform a quick rally chant: cure 1 point of fear/hesitation for adjacent ally
1 Start with a signature weapon (masterwork quality, GM agrees)

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Artistan *

Alternate names: Engineering, Innovative, Technological, Artistic

Known for a culture that treasures handiwork, practical beauty, and the artistry of tool-making, this race’s society is shaped by a unique reverence for crafted objects—both useful and expressive. Master artisans nurture apprentices, elevate simple tools and everyday items into works of art, and foster deep pride in their creations. Their heritage shines in every forged blade, carefully whittled idol, or embroidered cloak, weaving together aesthetics, purpose, and tradition as the heart of communal identity.

IP Benefit
0 Level 1 trained with Artisans’ Tools (choose: smithing, carpentry, tailoring, or one craft skill)
0 Can appraise the craftsmanship and value of common goods or works of art at a glance
0 Gain proficiency with creating one type of artistic or utilitarian object (GM approval)
2 Jury-rig, repair, or modify a crafted item in half the usual time
2 +2 to Craft/artisan skill checks (one of your specialties)
2 Once per session, display your craft to inspire minor awe or respect (gain situational advantage)
1 +2 checks to restore, repair, or enhance a mundane or magical tool/object
1 Create a signature item (unique tool, weapon, or art), easily recognized by peers
1 +1 to Defense or Checks when using self-made or master-crafted equipment
1 +1 bonus to Diplomacy or Intimidate if you present a crafted gift or item
1 Halve cost of materials when repairing or improving similar objects
1 Repurpose everyday items for creative uses with a skill check (DM decision, once/scene)
1 Carry a set of lightweight ā€œartisan’s implementsā€ granting +1 to relevant creative checks

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Philosophical *

Alternate names: Diplomatic, Rational, Ethical, Reflective

A race defined by philosophical innovation cherishes deep thought, rigorous debate, and the pursuit of understanding. Public discourse, logic, and ethics form the pillars of their society, fostering a population adept at dialogue and tolerant of new perspectives. Their early mastery of reflection, reasoning, and dialogic exchange grants them unique insight, fostering collaboration, wisdom, and resilience in facing challenges both moral and practical.

IP Benefit
0 Level 1 trained in Diplomacy or Persuasion (choose one)
0 Level 1 trained in Knowledge (philosophy, ethics, or logic)
0 Gain a ā€œDebater’s Insightā€: Once per session, clarify or resolve a social misunderstanding with a discussion
2 grant advantage or +2 vs. mind-affecting effects to 1d4 creatures, 1/day, following a debate or inspirational speech
2 Gain an extra language (philosophical discourse encourages polyglotism)
1 +2 to Diplomacy, Persuasion, or Insight (choose one during character creation)
1 +2 to checks resolving social conflicts (negotiation, debate, mediation)
1 Sense logical flaws or contradictions in arguments (autopass 1 debate/discussion check per session)
1 +1 to resist [charm] or [compulsion] effects via philosophical self-mastery
1 May craft a written or spoken ā€œTreatiseā€ 1/week, granting an ally +2 to one knowledge or lore check
1 +1 to any check to interpret, debate, or analyze ethical/moral dilemmas

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Performing *

Alternate names: Entertaining, Orative, Bardic, Celebrant

Renowned for the vibrancy of their performing arts, this race's identity is inseparable from ritual dance, choral singing, and expressive theatre. Performance is woven through every facet of life: ancient tales are retold in vivid movement, spiritual rites pulse to the rhythm of drums, and community ties deepen with every expressive display. Their cultivated traditions grant insight into emotion, mastery over movement and voice, and the power to move the hearts of friend and stranger alike through breathtaking spectacles both grand and subtle.

IP Benefit
0 Level 1 trained: Dance, Singing, AND Acting (Performance subskills; gain bonus proficiency if used)
0 +1 to Performance checks for Dance, Singing, or Theatre
0 May identify mood or intent behind another’s performance/ritual with a simple check
2 Mesmerizing Display: Gain ā€œFascinateā€ as bard (DC = Perform + 10, 1/day)
2 Perform one type of art as a ritual to grant allies +1 to Will saves vs. [emotion] (1/session)
1 +2 to checks to influence crowds or an audience
1 Gain ā€œsmall stageā€ feature: attract crowd, earn coin, and gather information in new settlement
1 +1 to saving throws against charm or compulsion if actively performing
1 +2 to Initiative in the one round directly following an inspiring performance or dance
1 Use Performance in place of basic Diplomacy for first impressions
1 May create minor, non-magical special effects with props or voice
1 Once per day, soothe one distressed ally by performing (end shaken/frightened for them, 1d4 min)

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Religious *

Alternate names: Devoted, Clerical, Ritualistic, Cultic

Deeply woven into this race’s identity is an unwavering devotion to spiritual forces—be they ancestral spirits, local deities, or cosmic powers. This reverence permeates every aspect of society, shaping communal rituals, personal conduct, and the fabric of daily life. Their legacy is one of powerful faith, shared mythologies, and access to blessings—or curses—that others cannot command.

IP Benefit
0 Level 1 trained in Religion or Theology
0 Participate in/recover from rites, blessings, or curses (roleplay, GM)
0 Sense sacred/unholy presence within 30 ft, 1/minute w/focus
2 Gain once per day divine favor: add +2 to one check after praying
2 Invoke minor miracle or omen (GM: guidance, sign, protection) 1/rest
1 +2 to checks to resist charm, fear, or compulsion (when invoking faith)
1 Replace failed Save vs. curse or disease with DC10 Religion check
1 Once/sleep, perform blessing: grant +1 to any ally’s next saving throw
1 +2 to Diplomacy or Intimidate with same-faith NPCs
1 Roll Religion/Theology with advantage regarding rituals/faith magic
1 Understand/identify religious texts, relics, or rituals with a check

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Merchandising *

Alternate names: Entrpreneurial, Capitalistic, Logistcal, Urbanized

Merchandising stands as the beating heart of this race’s culture, turning the art of trade, negotiation, and value appraisal into foundational societal principles. Through shrewd bargaining and an instinct for commerce, they flourish in bustling markets, establish far-reaching trade networks, and cultivate adaptive social ties that revolve around transactional acumen. Their focus on shrewd appraisal, bartering, and networking not only generates material prosperity but also fosters cooperation, cunning, and cultural resilience—securing their place as masterful dealmakers amid the world’s ever-shifting economies.

IP Benefit
0 Level 1 trained with Appraise, Diplomacy (bargaining), and Profession (merchant)
0 Instinctively spot a ā€œfair priceā€ when trading goods (with Appraise check)
0 Once per day, gain advantage (+2 or roll twice, GM’s call) on a negotiation attempt
2 Always sell standard goods at +10% above base price (or buy at -10% if buying)
2 May make a persuasive pitch: convince a reluctant buyer or seller 1/session
1 +2 to Appraise or Sense Motive during marketplace transactions
1 +2 to Diplomacy/Bluff to negotiate deals or avoid swindles
1 Assess motive or honesty of counterpart (market/negotiation) with a single question
1 +1 to Profession (merchant) or related business skill checks
1 Automatically recognize common counterfeit or forged trade goods
1 Halve time needed to find a buyer, dealer, or unusual item in a bustling settlement
1 Once per session, reroll one failed Appraise, Bargain, or relevant social check

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Monastic *

Alternate names: Disciplined, Contemplative, Reclusive, Martially Artistic

A culture grounded in monastic traditions places immense value on inner harmony, discipline, and enlightenment through contemplation. Rooted in meditation, dedicated practice, and communal living, their society nurtures self-mastery and resilience—often producing revered ascetics, wise teachers, and formidable martial artists. These cultural tenets enhance both body and mind, creating individuals adept at maintaining tranquility amidst chaos and capable of astonishing feats through sheer discipline.

IP Benefit
0 Level 1 trained in Meditation or Concentration checks
0 Once per rest, regain 1 spent resource (ki/chi/mana/stamina/focus, GM’s discretion)
0 Advantage or +2 to resist [mind-affecting] conditions during quiet reflection/meditation
0 Begin play with a simple ritual (such as calligraphy, sand gardens, tea ceremony, etc.)
2 Enter a meditative trance: Ignore pain/imposed disadvantage for 1 minute (1/rest)
2 +1 to Defense while unarmored and unencumbered
1 +2 to Concentration or Will saves while calmly focused or meditating
1 +2 to checks to resist emotional manipulation or fear
1 May attempt to calm allies, granting +1 to their next Will or Concentration save
1 +1 to Acrobatics or Athletics when actions are practiced forms (e.g., martial katas)
1 May substitute Wisdom/Insight in place of Charisma for social checks in calm settings
1 Gain an additional use of basic ritual or meditation technique per day
1 Heal 1 extra HP when using slow, focused recovery (meditation rest, not combat)

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Naturalistic *

Alternate names: Druidic, Survivalist, Animal Kinship

Guided by a deep reverence for the living world, this culture prizes harmony with the land, respect for natural cycles, and a spiritual kinship with plants and animals. Its people are renowned for environmental awareness, acute survival instincts, and a talent for foraging as well as leveraging unique features of their wilderness home—leading to prosperity rooted in ecological balance and adaptability.

IP Benefit
0 Level 1 trained with Survival and Knowledge (nature)
0 Succeed on basic foraging/hunting for food/water sources in familiar environments
0 Sense approaching weather or subtle changes in the natural world (adv., 1/rest)
0 As a bonus action, calm small animals or soothe frightened natural creatures (1/rest)
2 Blend into natural terrain: +2 to Stealth and hide attempts in wilderness
2 Immune to natural hazards (weather, plant toxins, rough terrain penalties) once/day
2 Commune with nature for 10 minutes: gain answers to 3 yes/no questions daily
1 +2 to Survival, Stealth, or Perception checks in natural terrain
1 Halve time needed to gather herbal ingredients or track animals/plants
1 Ignore difficult terrain penalties in forests, fields, or mountains
1 +1 to Animal Empathy or Handle Animal checks (choose one)
1 Once per session, accurately predict sunrise, sunset, local animal behaviors, or migration patterns
1 +2 to Craft (herbal medicine, natural items) checks

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Scholarly *

Alternate names: Linguistic, Historian, Teaching

A society steeped in scholarship and intellectual inquiry, this race reveres the pursuit, preservation, and advancement of knowledge. Education, study, and debate form the backbone of their cultural identity, with libraries, academies, and sages central to daily life. Their collective emphasis on logic and understanding nurtures curiosity, keen analysis, and a spirit of ongoing discovery, granting extraordinary breadth in language, science, and lore.

IP Benefit
0 Level 1 trained in any two Knowledge (your choice) skills
0 Literacy: can read and write in two additional languages (GM approval)
0 Start with access to a scholarly mentor or institution (research advantage, 1/session)
2 Gain expertise (+2) in any single Knowledge skill
2 Once per session, auto-succeed a recall/identify info check (non-magical)
2 Treat Research downtime activities as if you had +2 Int modifier
1 +2 on all Knowledge (any) checks in academic settings (library, college, lecture)
1 +1 to research, recall lore, or decipher ancient/scholarly texts
1 Choose an additional bonus language (must justify plausible exposure)
1 +1 to social checks when dealing with scholars, sages, or bureaucrats
1 Once per day, ask DM one factual question relating to history/lore; get a helpful clue
1 +2 to Craft (books, scrolls, or knowledge-based items)

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