A character's culture reflects the values, traditions, and upbringing they received from family, community, and influential figures in their past. This can be shaped by factors such as urban vs. rural environments, social norms, or unique experiences. Examples of cultural backgrounds include cosmopolitan city-dwellers, those raised among forest-dwelling communities (grove culture), and people with deep roots underground (stone culture). Some heroes can have unexpected origins, emerging from seemingly ordinary or unconventional backgrounds that shape their identities and perspectives.
The culture you belong to influences various abilities that are inherent to your community or society, encompassing both physical aspects like buildings and environmental surroundings, and intangible elements such as art, customs, language, and shared stories.
The urban landscape of each civilization is a reflection of their unique values, priorities, and technological advancements. The cities and settlements within these cultures are not mere hubs for trade or commerce, but rather living entities that embody the spirit and identity of their inhabitants.
Each culture will describe how the city is organized and structured, including its layout, architecture, social hierarchies, economic systems, and governing bodies. This includes the types of buildings and infrastructure present, such as temples, markets, residential areas, and institutions of learning or governance.
This also encompasses the cultural practices and traditions that shape daily life in these cities, such as communal gatherings, festivals, and rituals. The city's role within the broader society will also be explored, including its relationship with surrounding rural areas and other settlements within the culture.
Language proficiency is an integral part of your culture. By default, all characters speak Commerce Language and one additional language from the culture. However, some cultures offer more linguistic versatility. If approved by the GM, you can also choose from Exotic Languages or a secret tongue like Thieves' Cant or Druidic. For guidance, consult the Common Languages table or refer to suggested languages specific to your culture.
Some languages are actually language families with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures who speak different dialects of the same language can communicate with one another.
| Language | Typical Speakers | Script |
|---|---|---|
| Commerce Language | None or Any | |
| Humanish | Humans | Humanish |
| Dwarvish | Dwarves | Dwarvish |
| Elvish | Elves | Elvish |
| Giantish | Minotaurs, goliath | Dwarvish |
| Gnomish | Gnomes | Humanish |
| Goblinish | Goblinoids | Dwarvish |
| Halfnish | Halflings | Humanish |
| Orcish | Orcs | Dwarvish |
| Language | Typical Speakers | Script |
|---|---|---|
| Abyssal | Demons, tieflings, minotaurs | Infernal |
| Celestial | Celestials, aasimar | Celestial |
| Draconic | Dragons, kobolds | Draconic |
| Infernal | Devils, tieflings | Infernal |
| Machine | Mechadrons, giths | Unreadable by non-Constructs |
| Primordial | Elementals, genasis | Dwarvish |
| Sylvan | Fey, Elven | Elvish |
| Undercommon | Underworld traders | Elvish |
Every culture has its distinct characteristics that shape the unique features of its inhabitants. These traits can be physical, behavioral, or cognitive, and are often deeply ingrained in the culture's traditions and values.
In this section, you'll find descriptions of various cultural backgrounds for your character. If you're unsure which one to choose or want to create a classic fantasy archetype, select from our recommended cultures listed in the Common Cultures by Species table. For instance, if you envision your dwarf character as a traditional hero, pick an option from the dwarven section.
That being said, you can mix and match cultural backgrounds regardless of specie. If your character has human and elven ancestry, for example, you could choose a human culture to reflect their dominant traits while also selecting an elven culture to represent their upbringing in an elven community. This flexibility allows you to create a more nuanced and personalized character.
| Culture | Common Species | Description |
|---|---|---|
| Citadel | Warforged, Human | Industrialized urbanites, masters of technology and political machinations. |
| Coastal Mariners | Human, Genasi | Seafaring communities excelling in navigation, commerce, and coastal defense. |
| Freefolk | Human, Smallfolk | Adaptable communities, thriving through trade and cooperation. |
| Highland Clans | Dwarf, Goliath | Mountain plateau societies valuing clan loyalty, herding, and stonecraft. |
| Mountainhold | Dwarf | Dwarven fortresses, renowned for craftsmanship and tradition. |
| Nomadic | Smallfolk, Human | Traveling communities, deeply connected to trade and storytelling. |
| Outlanders | Smallfolk, Human | Rural cultivators, nurturing life through agricultural traditions. |
| Plains Tribes | Human, Orc | Nomadic horse-riding groups venerating the freedom of wide-open grasslands. |
| Riverlands | Human, Smallfolk | Settlements along fertile riverbanks focusing on agriculture, fishing, and waterborne trade. |
| Woodland Folks | Elf, Smallfolk | Forest dwellers living in harmony with nature. |
| Region | Description |
|---|---|
| Aundair | A land of soaring spires and magical academies, where aristocratic sorcerers and arcane knights uphold a legacy of innovation. |
| Breland | A bustling melting pot of cultures and industries, famed for its cosmopolitan cities, diverse populace, and practical ingenuity. |
| Thrane | A theocratic realm under the Silver Flame, marked by zealous devotion, militant clergy, and communities bound by faith. |
| Karrnath | A disciplined martial state where war and undeath converge, soldiers and necromancers forge victory through iron and bone. |
| Cyre | Once a glittering jewel, now an enchanted wasteland. This region doen't have a culture. Instead people from Cyre now reside in other regions. |
| Zilargo | A gnomish nation of inventors, lore-keepers, and clandestine spies, where brilliance and bureaucracy intertwine. |
| Darguun | Goblinoid clans ruled by strength and honor, thriving on raiding, clan rivalries, and a fierce warrior code. |
| The Mror Holds | Mountain-rooted dwarven strongholds renowned for masterful smithing, gem mining, and ancient clan traditions. |
| The Lhazaar Principalities | Pirate-run archipelago of freebooters and merchants, where sea captains and adventurers barter for fortune and freedom. |
| The Talenta Plains | Nomadic halfling tribes bonded with dinosaur mounts, living in harmony with the grasslands and ancestral herd spirits. |
| The Eldeen Reaches | Verdant wildlands of druidic circles and rural communes, where nature's balance is guarded by forest sages and wardens. |
| Q'barra | Jungle frontier of survivors and explorers, where beast-riders and artificers carve out new settlements among ancient ruins. |
| Culture | Common Species | Description |
|---|---|---|
| Bloodmoon Pact | Beastkin, Minotaurs, Gnolls | Beast alliances, living by primal instincts under the moon. |
| Crimson Blades | Minotaurs, Changeling | Mercenary bands, skilled in tactical warfare and combat. |
| Doomspire Guardians | Gith, Kuo-Toa | Guardians of ancient ruins, warding off forgotten terrors. |
| Emberstone Outcasts | Goblins, Kobold | Exiled survivors, resilient and self-sufficient in harsh environments. |
| Eversong Enclave | Aasimar, Elf | Elvish aristocracy, blending magic and cultural refinement. |
| Ghostveil Mystics | Tieflings, Changeling | Shadowy priests, communing with spirits for insight and wisdom. |
| Grove Wardens | Beastkin, Elf | Forest guardians, protectors of sacred groves and nature spirits. |
| Moonlit Seekers | Aasimar, Elf | Nocturnal scholars, pursuing enlightenment through astronomy and arcane research. |
| Silver Sands | Tieflings, Human | Exotic traders, fostering diplomacy and wealth through commerce. |
| Sky Nomads | Warforged, Human | Airship wanderers, driven by adventure and freedom. |
| Steelclaw Tribes | Orc, Gith, Gnolls | Fearsome raiders, living by strength and survival. |
| Stoneborn Clans | Dwarf, Orc | Underground communities, masters of stonecraft and mining. |
| Stormpeak Council | Goliath, Genasi | Elemental lords, surviving in harsh mountain peaks and storms. |
| Sunfire Tribes | Goliath, Genasi | Desert warriors, resilient protectors harnessing the power of the sun. |
| Tidecallers | Kuo-Toa, Genasi | Coastal mariners, thriving through mastery of tides and sea magic. |
| Underkeep Republic | Goblins, Kobold | Subterranean defenders, balancing governance and warfare. |