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Southlands Cultures

Below are the Cultural Traits of the Cultures Available at Character Creation.   Galumær (Galum Culture):     Galums are a people that value traditionalism and personal freedoms. People from Galumær are typically seen as having very little "filter" when speaking their mind, and seem to have an encyclopedic knowledge of their national symbols and traditions. Due to their nation's focus on physical culture, it is also common for Galums to have a connection to some form of athleticism, either through a sport or having served in the National Militia.   Ability Score Increase: Your Contitution score increases by 2, and your Wisdom score increases by 1.   Alignment: Galums most often lean towards the Lawful side of the spectrum, thanks to a clear idea of tradition and respect.  Goodness is seen in honesty of all forms, and in defending the truth.  One of the greatest Evils in Galum culture is in hiding the truth or censoring a disliked belief.   Languages: Galums can speak, read, and write Chubert and one other language. Chubert was originally developed in Galumær, and as it has become a very common language across the Southlands, some Galums do not feel the need to learn another tongue.   Galum Weapons Training: Access to athletic and military training from a young age grants you proficiency with the gameball, war pick, shortsword, and lance.   Best Friends with Freedom: Galums believe that the ability to speak freely is a right that should be defended physically if necessary. You gain advantage on Intimidate checks before a fight begins, and Persuasion checks after a fight is over.   Dis (Disian Culture):   Disians culture values freedom and ambition, with a deeply set emphasis on the power of dreams. People from Dis are seen as idiosyncratic, sometimes to the point of madness. Disians value uniqueness and self-reliance, leading to many Disian creations seeming chaotic or jumbled together when viewed by an outsider. It is common for a person raised in Disian society to change their plans based on a dream or premonition that they had, sometimes leaving projects unfinished for years at a time.   Ability Score Increase: Your Wisdom score increases by 2, and your Dexterity score increases by 1.   Alignment: Disians most often drift towards the Chaotic end of the spectrum in their lifestyles.  Disians see Good as respect of others, whether through letting them make their own choices, or by not getting in their way.  Removing choice or freedom from a person is the greatest Evil that a person can commit - and for some, killing is an example of that Evil.   Languages: Disians can speak, read, and write Chubert and Maketish. The ancestral language of the clan that originated the Winglord tradition, Maketish has spread to many within Dis' borders.   Self-Reliance: You have proficiency with artisan's tools (repair kit) if you have the materials needed to repair a nonmagical item, you may do so on passing a WIS or INT check (whichever is higher). Mundane, noncombat items do not require a check, while armor, weapons, and the like do.   A Dream Told Me...: The power of dreams is deeply woven into Disian culture. Once per long rest, you may attempt to interpret either your dreams or the dreams of another. Upon passing a successful WIS check, roll a d6:  
Roll Result
1 It is a bad omen. Dreamer suffers a penalty of 1d2 to all ability rolls until the next short rest.
2-3 There is nothing special about this dream. No penalties or bonuses.
4 It is a sign of change. Dreamer gains a bonus of 1 to any activities that they have never tried before.
5 Stay the course. Dreamer gains a bonus of 1 to the things that they feel most comfortable doing.
6 It is a dream of triumph! Dreamer has a bonus of 1d2 to attack rolls and fear checks until the next short rest.
  Shini-O (Shin Culture)
Shins are a society sometimes obsessed with history; it is not uncommon for a Shin person to either have a personal library on a specific topic, or easily recall the deep history of their family's accomplishments. As Shin culture venerates their ancestors (either along with or in lieu of a deity), it is common for a person to believe that they are born with knowledge from their ancestors. Shins often work to create a legacy that will outlive themselves, and be remembered for generations to come. Society is rigid, and the expected way to act is often drilled into a Shin's mind as a regular part of the government-mandated education system.   Ability Score Increase: Your Intelligence score increases by 2 and your Charisma score increases by 1.   Alignment: Shin culture believes that Lawfulness determines Goodness, and often see various forms of Chaos as Evil, or at the very least less Good.  The ultimate acts of Good in Shin culture are demonstrative of respect for one's ancestors and in respect of the rules within a society.   Languages: You can read, speak, and write Scyll, and can often speak Chubert. The Shin education system prioritizes Scyll above others, which means that other languages and scripts often need to be learned on one's own time.   Family History: You have a deep knowledge of your family's history and accomplishments. Choose one category of Family History. You gain advantage on any History rolls related to your family history.
  1. Scholarly Ancestors: You have proficiency in History and Investigation. You also own the Historical Manual, a book which grants advantage on History checks. You can read, speak, and write one more language of your choice.
  2. Military Ancestors: You have proficiency in one martial or exotic weapon of your choice - the weapon that an ancestor once claimed glory with. You also own one of these weapons. You can add your proficiency bonus to rolls where you are speaking to or convincing another person with a military background.
  3. Craftsman Ancestors: You have proficiency in an artisan's toolset of your choice. You also have the
  4. Political Ancestors: You have proficiency in Insight, Deception, and Perception. You also own a Writ of Passage, which allows for travel through Shini-O without major interruption from military or guards.
It is Not My Time: You have been told the specific manner that your character will die, and it does not involve being a Blade. Once per character level, you gain advantage on your rolls the first time you make death saves.   Nomad Culture   You were born on the Nomad Roads, a person with no national affiliation. Your family, whether travelling alone or with a group of friends, has made their lifestyle out of roving the Southlands, visiting and interacting with people from all walks of life. You are used to living a transitory life, and sometimes feel a sense of pity for the people who cannot experience the world in the way that you do. Your motivations are your own, whether cultural or personal, and you are not forced to live the life determined by monarch or mayor. The Roads are your freedom, and your life is your own.   Ability Score Increase: Your Strength score, your Constitution score, and your Charisma score increase by 1.   Alignment: Nomads are easily the most Neutral of all major cultural groups in the Southlands. Some people or groups require specific rules to keep their way of life going, while others believe that they need the space to keep their freedoms.  Goodness is shown in respecting the beliefs of others, and living in a way that does not limit other people from their own lives.   Languages: You can read, write, and speak Chubert and one other language of your choice.   Never Lost on the Road: Travelling the Nomad Roads all your life has allowed you to deeply understand the way through the Southlands. If you are in a familiar part of the world, you have the ability to find the closest Nomad Settlement within 50 miles of your current location when given 1 hour to study your surroundings. You also have the ability to find your way back to the closest Nomad Road, should you find yourself in an unfamiliar situation.   All Walks of Life: Due to your wide range of travels, you do not suffer disadvantage to rolls involving social situations with non-threatening people. This ability does not activate should the situation involve explicitly Evil people, hostile attackers, or military figures sent to persecute Nomads.     Firbolg Ancestry and Firbolg Culture   Firbolgs are a unique group of peoples who come from the communities surrounding the Flatsone Forest in Dis. Firbolg tribes cloister in isolated treetop communities, preferring to spend their days in quiet harmony with the woods. It is believed that Firbolgs are isolated descendents of the Giants that are said to live in the North, but that has yet to be proven. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic, but typically are not the initial aggressors.   Firbolg Ancestral Traits   Age: Firbolgs, living as close as they do to the powerful Wildlands Magic of the Flatstone Forest, have been magically affected to live long lives. A firbolg is expected to reach adulthood around the age of 30, and typically live for around 200 years.   Size: The average firbolg is between 7 and 8 feet tall, and weighs between 240 and 300 pounds. Your size is Medium, but firbolgs are essentially just on the border between Medium and Large size.   Speed: Your base walking speed is 30 feet.   Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, pull, and lift.   Firbolg Cultural Traits   Ability Score Increase: Your Wisdom Score increases by 2, and your Strength score increases by 1.   Alignment: Your connection to the rhythm of nature and your culture's duty as caretakers means that you tend to lean towards a Neutral disposition.  Your version of good involves taking care of things, and offering compassion without it being requested of you.   Languages:  You can read, write, and speak Chubert and Maketish, and read Druidic.  As the Druidic language originates from Firbolg culture, it is something you were born reading, though it will take longer to speak it properly.   Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.   Firbolg Magic: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with shorter people.

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