Human Subcultures
Each character gets a subculture along with their race. It denotes a difference in upbringing, home, lifestyle and societal conditions that vary from region to region.
Choose a subculture and record any Abilities below:
Nafgallan
Originally a magocratic city, Nafgalla is run by a city parliament consisting of the old nobility that presides over the day to day affairs. Originally built over an old dwarven stronghold that was taken by humans several hundred years ago, the stone work that serves as the foundation acted as a final refuge that kept the city from being entirely wiped out. Today it is a powerhouse of metalwork, manufacturing and invention. Interlaced in the old Dwarven halls run miles of pipes, boilers and sewer lines. Nafgallans tend to value progress, knowledge, and diversity. They dislike traditions and stagnancy.
Nafgallans gain the following:
- Politics As Usual: Nafgalla is a very political city and to get anywhere you must be able to traverse a variety of social circles, guilds, factions and cults. Pick ONE of the following Connections:
- Labor and Trades Union - The few tradesmen and laborers that are unionized in Nafgalla are tight knit and eager to help a fellow worker out.
- Connection: Commoners
- Ministry of Trade - Trade bureaucracies of Nafgalla document every ship and shipment in the city and contacts within the Ministry of Trade are essential for anyone who needs to know who’s whitelisted to pass inspections.
- Connection: Merchants
- Old Nafgallan Gentry - Aristocracy and old money of Nafgalla. Before the mages took over, they used to rule and in many ways still do.
- Connection - Aristocracy
- Gangs of Lowtown - The bitter feuds from any number of gangs in Lowtown are as complex to navigate as any stuffy high collar court. Knowing who is who is survival on the streets.
- Connection - Criminal
- Note: Connections are networks of people that you can go to for assistance, work, and information; In return they may ask you for the same at the Judge's discretion.
- Language: Fluent in Nafgallan and one other language.
Next, pick your Background.
Hekadian
Known for its free trade and massive merchant fleet, Hekad is a city built on liberties and ingenuity. Before the Dammerung, Hekad rioted and revolted, killing much of their nobility and putting a series of merchants in charge of the city. Now, anyone who owns 2% or more of the city's business is able to vote on the future of its people in the Parliament of Coins. Hekad owns or occupies a large majority of trade posts beyond the reaches of the other two cities and any merchant worth his salt speaks the Hekadian Trade Tongue. Hekadians tend to value freedom, cleverness, and community. They dislike autocrats and slavery.
Hekadians gain the following:
- Entrepreneur: Hekadians are crafty, clever, and resourceful. They can make money with time and the right situation.
- With the Judge’s permission, you can take any Class Ability and make an appropriate Stat roll to earn money (both determined by the judge). The player must justify how this Ability is being used to make money.
- Make an Apprentice Roll, using a derived stat prescribed by the judge. Earn Common Currency equal to the Face of any Sets you Bid. This uses a Downtime Action.
- Additionally, Gain a die on any other roll for wages.
- Language: Fluent in Hekadian and one other language.
Next, pick your Background.
Dumahim
The austere and religious Dumahim keep to themselves high up in their monastic capital in the Stone Teeth Mountains. Here, the priests rule the city's day to day functions with orders of templars and knights protecting the city's interests. Dumahim tend to value tradition, faith, and discipline. They dislike outsiders and decadence.
Dumahim gain the following:
- Integrität: Dumahim live very strongly doctrined lives and grow up with more rigorous values than other humans.
- Gain one of the following Tenets: Loyalty, Compassion, Protector, Oathkeeper, Courage, or one with the Judge's Approval
- This replaces the Amorale Trait for Humans.
- See the Tenets section for more information.
- Language: Fluent in Dumahim and one other language.
Next, pick your Background.
Ausländer
The societies that both survived the Cataclysm, and thrived in the Wilderness, soon became unrecognizable from their former selves. Ausländer are pockets of surviving civilization, from a variety of backgrounds and cultures. Reduced to basics, they tend to live isolated in the Wilderness, trading and interacting with outsiders, but not joining any of the major societies and divorced from the politics of the surviving world. They tend to be a bit wild and primitive but possess a shrewd animal cunning.
Ausländers gain the following:
- Instinct: Ausländen live in the wild and perceive dangers with an almost preternatural sense of peril.
- You can make an Apprentice Insight Roll to determine if something gives you a good or bad feeling.
- If you succeed, you have a feeling about a decision, matter or object. The Judge will give you a Good, Bad, Mixed, or Neutral feeling depending on the inherent danger of the situation.
- Lose a die on this roll if you are not in the Wälder.
- Language: Fluent in one language of the Judges Choice and one language of the Player's choice.
Next, pick your Background.