Society

Society represents the social structure that a race tends to exhibit the most when they are gathered.

Benefits and Adjustments

Choosing your first Society is free. Selecting further Societies costs 1 ​ identity points per Society.

Each Society 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 Society(s).

Stat Adjustments Table

Subtype Str Dex Con Int Wis Cha
Theocracy +1 +1
Mercantile +1 +1
Autocracy +1 +1
Republic +1 +1
Monarchy +1 +1
Academic +1 +1
Tribal +1 +1
Genderarchy +1 +1
Socialist +1 +1
Oligarchy +1 +1
Technocracy +1 +1
Anarchy +1 +1
Confederacy +1 +1
Feudal +1 +1
Military +1 +1

Theocracy *

Society’s earliest institutions are ordered by sacred principles, where governance unfolds through divine mandate and a priestly class determines law and custom. Rulers are seen as vessels or voices for the gods, with religious rites, doctrine, and spirituality guiding every facet of society — binding community, justifying authority, and shaping culture from architecture to diplomacy. Divine favor and ritual become essential to prosperity, defense, and legitimacy, while spiritual leaders maintain social order and unity through charismatic leadership and ritual blessing.

IP Benefit
0 Level 1 trained in Theology (Knowledge)
0 Level 1 trained in Diplomacy or Persuasion regarding other religious societies
0 Once per session, invoke a minor blessing—aided check gains +1 (may choose target)
0 Recognize symbols/doctrines of major faiths on sight
2 Gain ‘Channel Divine Favor’: boost check or save for self/ally by +2 (once/rest)
2 Followers receive +1 morale when acting under priest’s direct guidance
2 May declare religious edict; followers gain advantage (or +2) on resisting compulsion*
1 +2 to Knowledge (Theology) or Diplomacy when acting as a religious emissary
1 Resist [charm] and [fear] effects while within sanctified ground (e.g., temple)
1 Invoke minor omen/prophecy: 1 question answered by GM, 1/week (cryptic, but truthful)
1 Gain basic access to rare/hidden resources via religious networks (GM’s discretion)
1 +1 to Sense Motive/Insight regarding religious figures or faith-related intrigue
1 Once per rest, bestow +1 bonus to saves vs. curses for self or follower (short effect)
1 +2 on attempts to calm crowds or settle disputes using religious authority

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Mercantile *

This society’s early and relentless focus on commerce established a dynamic, wealth-driven culture, where trade, bartering, and economic mastery govern all aspects of daily life. Their expertise in negotiation, monetary systems, and infrastructure for exchange allowed them to dominate markets, foster vast trading networks, and innovate in everything from banking to contract law. The pursuit of prosperity defines their values, inspiring ambition and adaptability crucial to survival and growth in a competitive world.

IP Benefit
0 Level 1 trained in Appraise and Diplomacy (trade/negotiation only)
0 Level 1 trained in Profession (merchant, trader, or appraiser)
0 Succeed basic haggling for up to 10% better prices (buy/sell; 1/merchant, 1/rest)
0 Recognize the value and authenticity of coins, gems, or trade goods at a glance
2 Double profit from large trade contracts or business ventures (when managed closely)
2 +2 to Appraise, Profession (merchant), and Diplomacy checks when making deals
2 Access guild-level resources, trade networks, or black-market contacts
1 +2 to Appraise checks
1 +2 to Sense Motive to detect fraud in a deal
1 +2 to Craft or Knowledge checks involving economics, law, or accounting
1 Establish advantageous trade routes (shorten supply/travel times by 20%)
1 Enforce binding mercantile contracts—backed by guild/social custom (GM adjudicates)
1 Negotiate one non-combative solution per session regardless of language barrier
1 Once per rest, reroll a failed check for business or negotiation

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Autocracy *

Under absolute rule, this race’s society evolved within a rigid hierarchy directed by a single ruler. The concentration of power streamlines decision-making and instills order with relentless efficiency, forgoing communal debate in favor of resolute action. Citizens are shaped by discipline, clear commands, and the promise—or threat—of immediate reward and punishment, fostering both stability and a culture accustomed to navigating social ranks and intrigue under a commanding presence.

IP Benefit
0 Level 1 trained in Knowledge (nobility, politics, or leadership)
0 Gain +1 to intimidate/social checks under structure (orders/hierarchy)
0 Obey orders or follow chain of command without hesitation (resist confusion/fear 1/day)
2 Double effect from morale bonuses when following direct orders from superiors
2 Once per rest, command an ally to reroll a failed save or check
2 +2 to command, intimidate, or persuade when acting with legal/semi-official backing
1 +2 to awareness (perception/insight) checks against deception within court/intrigue
1 +1 to defense against mind-affecting/social magic when enforcing loyalty
1 Instinctively take initiative in leader’s absence (+1 initiative, 1/session)
1 Gain double payment or extra ration in service to authority (1/week)
1 +2 to resist bribery/temptation/sedition
1 +1 to checks to enforce law/order (arrest, interrogate, command minions)
1 +1 to perform duties under watchful scrutiny or strict supervision

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Republic *

The innovation of a representative republic shaped this race’s destiny by establishing governance rooted in the consent of the governed. Elected officials, constitutional limits, and the supremacy of law foster stable societies where rights are asserted and negotiated rather than decreed. These traditions laid the groundwork for civic responsibility, orderly dispute resolution, and collective pursuit of progress—ensuring that the voice of the people resonates through every sphere of their civilization.

IP Benefit
0 Level 1 trained in Diplomacy or Knowledge (Civics/Government)
0 +1 to Sense Motive or Insight checks made against government officials or public speakers
0 Once per session, call a public forum to resolve a conflict nonviolently with GM-moderated negotiation
2 May cast zone of truth (or similar negotiation-facilitating effect) 1/day, usable only in mediations
2 +2 to all Diplomacy checks involving laws, contracts, or appeals to authority
1 +1 to Diplomacy or Knowledge (Civics/Government) checks
1 Gain advantage or +2 to resist manipulation or intimidation in political or legal settings
1 May call in a minor legal or civic favor (expedited paperwork, minor official assistance) 1/session
1 +2 to Gather Information about civic events, laws, or political climate
1 Gain automatic lodging and safety in settlements governed by lawful authorities once per adventure
1 +1 to Defense or AC vs. legal prosecution or civic mob actions (DM’s discretion)
1 Halve the time to organize or lead a formal discussion, council, or public act in organized societies

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Monarchy *

Monarchy stands as the foundational pillar of this race’s society, where power and leadership reside in a sovereign ruler—often passed down through bloodline. This institutional stability gives rise to well-established court traditions, renowned diplomats, and a unique command over loyalty, ritual, and the consolidation of authority. The social structure is shaped by clear hierarchies, coded etiquette, and the weight of centuries-old lineage.

IP Benefit
0 Level 1 trained in Diplomacy
0 Recognize formal hierarchies and court protocols (never ‘commit a faux pas’ at court)
0 +1 to Influence checks with nobles or officials (NPCs recognize lawful authority)
0 Automatic audience with local monarch, if present
2 Gain minor noble title; double benefits in courtly negotiations (coin, favors, info)
2 Once/session, command respect: non-allied bystanders hesitate to act against you
2 +2 to persuade or command followers/lesser subjects
1 +2 to checks for etiquette, protocol, or social rituals
1 +2 to Diplomacy when dealing with established authority figures
1 +2 to identify intrigue, scandal, or political secret at court
1 May call upon royal heraldry—granting +1 to Charisma-based checks 1/day
1 Recognize when you are being monitored or manipulated in a formal setting
1 Gain a loyal retainer or squire (NPC, non-combatant, roleplayed helper)
1 Reduce hostile encounter severity in regions with monarchist values

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Academic *

This society is defined by the pursuit, accumulation, and application of knowledge above all else. Intellectual achievement determines status, and leadership is commonly vested in councils of scholars, sages, or learned institutions. Research, debate, and documentation drive social progress, while peer review underpins justice and advancement. Academic disciplines—whether arcane, mundane, or experimental—flourish amid an environment of curiosity and rigorous analysis. The fabric of daily life is interwoven with libraries, universities, symposiums, and mentorships focused on mastering theory and practice across diverse fields.

IP Benefit
0 Level 1 trained in any one Knowledge or Lore skill (player choice)
0 Level 1 trained in Research or Library Use
0 Can access a local academic institution for basic information once per session
2 Gain an Academic Specialty: +2 to any chosen Knowledge/Lore skill
2 May author treatises and gain social favor or contacts among scholars (GM adjudicates)
2 +2 to checks to analyze, research, or cross-reference written information
1 Gain one bonus language used for scholarly communication in your world
1 +1 to checks involving deduction, reasoning, or scientific method
1 +1 to Knowledge checks to justify social or political arguments
1 Document findings—grant +1 bonus to others researching the same subject, 1/session
1 +2 to checks to recall or deduce obscure facts and theoretical information
1 Reduce time required for research, study, or scribing by half
1 Reroll failed Knowledge check once per session (must use different approach/evidence)

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Tribal *

Society is organized around kinship groups, shared ancestry, and traditional customs, with leadership typically decentralized among elders or a chief. In such cultures, survival, education, and justice are deeply communal, relying on oral traditions, mutual support, and strong interpersonal bonds. Tribal societies nurture resilience, agility, and social cohesion in the face of adversity—shaping every member through a deep sense of belonging and tradition.

IP Benefit
0 Level 1 trained in Survival or Lore (Tribal/Local)
0 +1 to Diplomacy and Sense Motive among tribe or close social groups
0 May invoke tribal authority or protection for minor aid or safe passage (GM’s approval)
2 Once per session, call on communal aid for supplies, shelter, or information
2 +2 to all social skill checks with tribal/related kin groups
1 +2 to tracking or survival checks in native region
1 +2 to save vs. fear or mind-affecting effects when among kin/friends
1 +2 to Heal or Medicine checks when treating tribe members
1 +1 to Craft (any) for items with tribal materials/styles
1 +1 Defense (AC) once per day while fighting to defend tribe or sacred ground
1 Exchange news or gather rumors swiftly in new tribal communities
1 Recall oral traditions—gain clue or minor secret once per session (GM’s discretion)

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Genderarchy *

In a genderarchal society, the power structure and daily roles are profoundly influenced, even dictated, by a single dominant gender. This gender shapes laws, leadership, cultural rituals, and economic priorities, instilling a subtler hierarchy across all social interactions. Outsiders may misunderstand or bristle at these norms, but for the people of this culture, such roles provide clarity, security, and a unique system of communal cohesion—albeit at the risk of rigidity or isolation from those who challenge tradition.

IP Benefit
0 Gain +1 to Diplomacy/Intimidate checks when dealing with those of the dominant gender
0 Trained in Knowledge (local customs/laws) specifically related to gender roles and privileges
0 Once per session, reroll any failed social check involving manipulation or assertion within home society
2 You may claim formal Rank/Status amongst your people; grant +2 to all Charisma-based checks vs commoners
2 Immunity to disadvantage/penalties from failing minor breaches of gender protocol within your society
2 Lead or command groups of your dominant gender with minimal resistance (+2 to Leadership/Command checks)
1 +2 to Social skill checks (Diplomacy, Bluff, Intimidate, or Sense Motive—pick one) when enforcing gender norms
1 +1 Defense when engaging in formal duels, debates, or competitions for status
1 Recognize and exploit subtle cues of hierarchy for advantage (+1 to Perception/Insight checks in society)
1 Once per rest, defuse a brewing social conflict if you act as its representative/moderator
1 +2 to Knowledge (history or society) checks concerning gender-specific rites or traditions
1 Choose a minor boon: customary gift, preferential access, or audience from allied gendered structure 1/session

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Socialist *

The rise of socialism transformed this race’s society by prioritizing collective ownership, communal responsibility, and social welfare. By placing the means of production and vital infrastructure under communal or state stewardship, they strove to diminish class divides and guarantee shared prosperity. This innovation manifested in strong social networks, robust safety nets, a culture of mutual aid, and a pragmatic, participatory approach to governance.

IP Benefit
0 Level 1 trained in Diplomacy or Society (specialty: communal negotiation)
0 +1 to checks to identify and resolve social inequities or disputes
0 Can always secure basic shelter, food, and medical attention in a Settlement*
2 Gain “Collective Action” bonus: +1 to rolls when acting as a group of 3 or more*
2 May mobilize communal resources 1/session to instantly acquire common gear or aid
2 +2 to Leadership or Organization-related checks
1 +2 to checks involving coordination, group task, or aid another
1 Automatically detect major imbalances in local distribution of resources (per GM)
1 +1 to Influence or Negotiate with civic institutions or large organizations
1 Spend half as long petitioning for community support or adjudication
1 +1 Defense/all saves when being directly assisted by at least one ally
1 Can call upon a network of acquaintances in any major population center* (1/session)
1 +2 to organize or direct a communal project or committee

Note:

  • The Collective Action bonus applies when all members declare the same intended outcome and cooperate.
  • Basic needs (shelter, food, care) may be met anywhere there is a socialist infrastructure or population center, at the GM’s discretion.
  • The network of acquaintances resembles a web of union allies, activists, public servants, or co-op leaders willing to provide minor assistance, advice, or information.

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Oligarchy *

This race's formative society was shaped by an Oligarchy—a ruling elite of wealthy, influential, or hereditary families whose decisions determined the fate of all. Such tight control produced enduring social cohesion, sophisticated networks of obligation, and formidable political leverage.

Mastery in working the levers of power, navigating privilege, and leveraging social capital gave these people unique advantages—creating insiders able to command resources, sway opinions, and exert hidden influence within and beyond their borders.

IP Benefit
0 Level 1 trained in Etiquette and Protocol
0 Level 1 trained in Sense Motive or Insight regarding social hierarchy
0 +1 to Diplomacy or Deception checks with nobility/upper class
2 Once per session, call in a favor from a powerful contact (minor plot aid or info)
2 Gain protection or entry when name-dropping or displaying proof of status
2 +2 bonus to Intimidate or Persuade when leveraging elite connections
1 +1 to all Charisma-based skill checks in formal settings (courts, councils, etc.)
1 +2 to Social skill checks with other elites or their agents
1 Automatically identify pecking order & titles on entering a settlement
1 Network: Rapidly circulate rumors/orders among allied NPCs
1 +1 to checks to negotiate bribes, alliances, or secret deals
1 Reroll one failed social check per session in a high-status environment
1 May disguise as an elite (false identity) with advantage/bonus in oligarchic nations

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Technocracy *

In a technocracy, society is steered by skilled experts—engineers, scientists, and academics—whose authority stems from proven technical and analytical knowledge. The race’s leaders base decisions on rational analysis and empirical data, aiming for optimal efficiency and progress. Their government relies on advanced datasets, automated councils, and evidence-driven administration, fostering a culture of innovation, meritocracy, and continual improvement—sometimes at the cost of tradition, emotion, or populism.

IP Benefit
0 Level 1 trained: Knowledge (science or engineering), or Administrative skills
0 +1 to Checks to analyze data, solve logical problems, or brief others on technical topics
0 May access society’s public data networks and scientific archives without special clearance
0 Gain familiarity with bureaucratic and technical jargon, protocols, and complex forms
2 Once per session, instantly solve a technical or analytical challenge (via collective review)
2 +2 to checks for leading teams or directing complex projects involving specialists
2 Successfully petition for rare or restricted research resources 1/session (GM’s discretion)
1 +2 to checks when performing research or technical investigation
1 +2 to checks to decipher scientific, technical, or administrative codes/laws
1 +1 to Influence or Persuasion in formal, technical, or bureaucratic settings
1 Can navigate complex regulatory or licensing systems twice as quickly
1 +1 to Leadership checks to coordinate specialists, scientists, or technocrats
1 Treat any technically-based social obstacle (grant proposal, patent process, technical debate) as 1 difficulty tier lower
1 Spot errors or inefficiencies in processes or systems with a successful Knowledge check

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Anarchy *

Characterized by the absence of formal government or a ruling authority, this race thrives on a foundation of voluntary association, mutual aid, and personal autonomy. Freed from imposed hierarchy, their society prizes flexibility, consensus, and creative problem-solving. Through strong informal networks, individuals learn to self-organize, negotiate disputes, and foster communal trust—empowering a resilient and adaptive populace eager to pursue new freedoms and collective achievements.

IP Benefit
0 Level 1 trained with Persuasion or Diplomacy among equals (peer negotiation)
0 Immune to [Charm], [Compulsion], or [Intimidate] effects from any “official” authority
0 Gain +1 to Sense Motive vs. attempts at organized manipulation or propaganda
2 Reroll any failed save once/session vs. charm, compulsion, or mind control
2 +2 to checks to incite, lead, or quell group actions where no leader is present
1 +1 to all social skill checks involving individuals of similar status (no rank)
1 +2 to checks for organizing spontaneous group activities (communal aid, defense, etc)
1 +2 to Identify and bypass bureaucratic obstacles, power plays, or manipulations
1 Resist attempts to induce fear or obedience via social skills (+2 on relevant saves/checks)
1 Halve the time to resolve internal disputes, organize votes, or reach consensus
1 Once per day, automatically rally a small crowd for mutual aid or protest

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Confederacy *

A race whose earliest achievement was the formation of a confederacy gains formidable strengths through voluntary cooperation, strong local leadership, and the art of coordinated autonomy. Such a society values independence while benefiting from mutual defense, pooled resources, and diverse representation. Their ability to unify for common causes—while nurturing internal variety—breeds resilience, dynamic problem-solving, and rapid adaptation to unforeseen threats.

IP Benefit
0 Level 1 trained with Diplomacy and Insight/Sense Motive
0 Once per day, call a vote to coordinate allies, granting +1 to group checks for a single shared action
0 Immunity to coercion or domination attempts from organizations or leaders outside the confederacy
2 Once per session, all allies in earshot may reroll a failed save/check (representing “rallying the states”)
2 You may always select one additional ally to benefit from any teamwork, formation, or aid action
1 +2 on Diplomacy or Leadership checks made during group negotiations or conflict resolution
1 +2 to checks for resisting manipulation, persuasion, or domination by outsiders
1 +1 to any check when acting as part of a coordinated group maneuver
1 +1 to Defense (AC or saves) if at least one ally is beside you (physically or thematically “in formation”)
1 Tap confederate networks: 1/session, call on a distant contact or local ally for aid or minor favor
1 Reroll a failed check to organize, direct, or maintain a council, coalition, or voting body

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Feudal *

The structures of feudal society underpin this race's civilization, establishing a clear system of landownership, power, and mutual obligation. Lords protect their subjects, grant land to loyal vassals, and structure all advancement—civil, military, and economic—through personal bonds and rigid hierarchies. Nobility and knighthood are earned through loyalty or service, and all social progress rises from duty, tradition, and carefully regulated privilege.

IP Benefit
0 Start as a recognized vassal of a lord, with a small plot (or equivalent urban resource)
0 Level 1 trained in Knowledge (Nobility) and Etiquette
0 Gain one Contacts list (nobles, knights, stewards, or rural gentry) relevant to your home
0 Once per session, request minor aid/resources from your liege* (GM sets scope)
2 May call in a formal favor from your vassals/liege, granting significant resources or aid*
2 Gain right to bear arms and heraldry recognized by institutions (improved social standing)
2 Command a small retinue (1d4 retainers or henchmen, minor NPCs) loyal to your fief
1 +2 to Persuasion/Diplomacy when negotiating with the same social rank or below
1 Use Know (Nobility) or Etiquette in place of Sense Motive to detect breaches of etiquette
1 +2 to checks regarding feudal law, heraldry, or social hierarchies
1 Gain a minor income from serfs or lands (small stipend or upkeep, per GM)
1 +1 to Defense or Will saves vs. [charm] or [intimidation] effects when acting for one's liege
1 Once per session, gain audience with a noble/liege (may seek guidance, resources, or decree)
1 +2 to Inspire Loyalty or Rally followers (retainers, peasants, squires, etc.)

*(e.g., emergency shelter, basic military/political aid, short-term use of a manor, etc. as fits setting and narrative)

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Military *

Society is organized with a strong emphasis on military discipline, hierarchy, and readiness, often with armed forces holding significant political power. This structure shapes daily life, culture, and ambition—conferring a sense of collective order, pride in martial traditions, and the expectation of civic participation through service. Rigid discipline and an ingrained chain of command ensure rapid mobilization in times of crisis, cultivate elite specialists, and grant this race a reputation for formidable defense and conquest.

IP Benefit
0 Level 1 trained in military protocol or discipline (choose one skill: Intimidate, Tactics)
0 +1 to Attack rolls when fighting in organized units (adjacent ally with same benefit)
0 Marching/fighting in formation: +1 to opposed checks resisting fear or confusion
0 Once per session, issue an Authoritative Command—granting an adjacent ally +1 to any check
2 May grant “Hold the Line”: All allies within 15’ resist forced movement or fear (1/rest)
2 +1 to Defense (AC) while standing adjacent to an ally
2 Instill Unshakeable Discipline: Reroll any failed save vs. charm, fear, or compulsion (1/day)
1 +1 to Initiative (when at least one ally shares this benefit)
1 Gain proficiency in polearms, shields, or heavy martial weapons (choose one)
1 +2 to Rallying or Morale checks within your unit
1 +2 to checks to organize, drill, or train troops or militia
1 You and adjacent allies gain +1 to saves versus being flanked or surprised
1 +2 to Command checks for coordinated tactics or formation actions
1 May identify ranks, insignia, and military tactics with a free check

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