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:
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.
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. |
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.
- 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.
- 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.
- Craftsman Ancestors: You have proficiency in an artisan's toolset of your choice. You also have the
- 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.
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