Rules

Enchanted Realms Rulebook

 
 Game Starter 
 Character Creation 
 Cultural Paideia

Cultural Paideia

“You can use a spear as a walking stick, but that will not change its nature.” ―Madeline Miller

How one’s story begins often becomes traced back to childhood, the place in which one was raised. Those brought up in an agrarian setting will likely not get many opportunities to learn skills growing outside of the farming trade. Likewise, children from an urban setting probably have other apprenticeship options but would not have access to skills like hunting and fishing. All of this thinking leads to the culture of one’s childhood due to the species chosen.

A quick note here: it will be tempting to convince the GM of an extraordinary upbringing, where an elf was raised by foster-dwarves, who were then enslaved by orcs, where the elf gained favor for some crazy reason and learned cultural skills all over the map. All of that is fine so long as the GM permits it; however, this step of character building is also part of having a balanced character rather than trying to created the min-max-made Mary Sue. Could an elf be raised by dwarves and gain access to dwarven culture? Sure, but the GM should then limit that background as if being part of the dwarven culture only rather than both being an elf to gain access to those while also gaining the price point of what is available to dwarves.

With that out of the way, let's discuss how this part of the character creation works. As stated, this is where one’s childhood culture influenced what one learned and knows as a starting character. The explanation of these skills has been left simple, high-level and vague. This is done on purpose. These skills will be repeated later on in the game tome with additional detail and application to the rules. selecting cultural skills is also the first stepping stone of building the character’s back story.

Each species was assigned a set of cultural points. Below are listed skills that could be learned prior to starting an adventuring career -- things that are common trades of that species’ culture… and sometimes a few less-than-common trades. Those skills cost points, which may be adjusted by the species which one has chosen. Essentially, the character being created can select skill from the culture of his or her childhood, then subtract the point-cost from the assigned value. This is repeated until no more skills can be bought. Some skills have requirements at this phase. All skills will have requirements after beginning game play; however, at this point in character creation, many skills can be obtained without the need to meet the prerequisites required later.

If the species cost is listed as “R,” then it is restricted and unavailable to one from that culture. Further, if a species has a trait that acts like one of these skills, it would not need to be acquired here but could be at the standard price. A sub-orc will always have access to the culture from where one grew up as this species does not truly have a culture, but moreover, the environments in which a sub-orc was raise probably had a prejudice against the bastard child, meaning if it is listed, the cost for a sub-orc is used rather than the standard price. Finally, remember that humans have the diversity trait, meaning they will have the option to purchase a cultural skill at the lowest price point available, which is why the species is not listed.

Lastly, a quick statement on languages. Every character has fluency in one’s species culture (or starting culture if different); however, literacy is not a given. If one's character must be able to read and write, then one point must be used to gain this additional part of the language skill. Further additional skills can be bought in this step but the fluency only costs 3 points, then spending an additional 2 points permits literacy in the newly acquired language. And to be clear, literacy cannot be learned first.

Cultural Skills
Acrobatics
Bonuses involving physical Actions
Requires Body score 12 or higher
Point Cost:3
Dwarven Cost:R
Equirda Cost:2
Nhoblit Cost:2
Acting
Pass oneself off as different personPoint Cost:3
Elfin Cost:2
Equirda Cost:R
Sub-orc Cost:R
Agriculture
Planting, Harvesting, Cultivating FoodPoint Cost:2
Alertness
Increased awareness in a particular terrain
Requires Perception score 3 or higher
Point Cost:3
Animal Breeding
Selective crossing of domestic animalsPoint Cost:2
Animal Training
Condition a specific animal species to follow basic commandsPoint Cost:3
Sub-orc Cost:R
Jen’esse Cost:R
Armoring
Forge Metal ArmorPoint Cost:3
Dwarven Cost:2
Art: Body Art
Tattooing, Piercing, ScarificationPoint Cost:2
Art: Ceramics
Firing or baking ceramicsPoint Cost:2
Art: Drawing
Charcoal, ink,
pastel, and pencil
Point Cost:2
Elfin Cost:1
Gnome Cost:1
Art: Interior Decorating
Create pleasing building interiorsPoint Cost:3
Nhoblit Cost:2
Art: Painting
Painting on paper, canvas, or a wall,
with tempera, oil-based paint, etc
Point Cost:2
Elfin Cost:1
Nhoblit Cost:1
Art: Sculpting
Three-dimensional art from ivory,
stone, or soft metals
Point Cost:2
Gnome Cost:1
Astrology
Sense of Direction, ForetellingPoint Cost:2
Jzaka Cost:1
Bartering
Lower Costs, Increase SalesPoint Cost:2
Gnome Cost:1
Sub-orc Cost:3
Benison
Create Holy PhiltersPoint Cost:3
Gryf Cost:2
Brewing
Craft Beers and AlesPoint Cost:3
Dwarven Cost:2
Triton Cost:5
Bicycling
Riding a bicycle over long distancesPoint Cost:3
Dwarven Cost:R
Equirda Cost:R
Gnome Cost:2
Carpentry
Wood StructuresPoint Cost:2
Batfolk Cost:1
Elfin Cost:1
Cartography
Read, Decipher Maps
Requires Literacy
Point Cost:3
Equirda Cost:1
Nhoblit Cost:2
Climbing
Use of ropes, handles to scale a surfacePoint Cost:3
Batfolk Cost:2
Dwarven Cost:4
Equirda Cost:R
Gryf Cost:1
Jzaka Cost:1
Cold Forging
Forge Iron By HammeringPoint Cost:3
Batfolk Cost:R
Dwarven Cost:2
Jen’esse Cost:2
Nhoblit Cost:R
Combat Training: Melee Fighting
Fighting with melee weaponsPoint Cost:4
Dwarven Cost:3
Jen’esse Cost:3
Sub-orc Cost:3
Combat Training: Ranged Fighting
Fighting with melee weaponsPoint Cost:4
Elfin Cost:3
Equirda Cost:3
Sub-orc Cost:3
Triton Cost:5
Combat Training: Shield Use
Removes shield restrictionsPoint Cost:4
Dwarven Cost:3
Sub-orc Cost:3
Combat Training: Unarmed Fighting
Grappling and strikingPoint Cost:3
Batfolk Cost:2
Sub-orc Cost:2
Triton Cost:2
Cooking
Cook and prepare foodPoint Cost:2
Elfin Cost:1
Nhoblit Cost:1
Triton Cost:3
Dash
Burst of Movement in CombatPoint Cost:3
Equirda Cost:2
Gryf Cost:2
Triton Cost:4
Discipline
Bonus for Spiritual DefensesPoint Cost:3
Divine Accord
Connection to Deity
Requires Literacy
Point Cost:4
Falconry
Hunt small game with a trained hawk.
Requires Hunting
Point Cost:4
Dwarven Cost:R
Equirda Cost:3
Jen’esse Cost:R
Triton Cost:R
Farrier
HorseshoeingPoint Cost:2
Gnome Cost:3
Gryf Cost:3
Jen’esse Cost:4
Triton Cost:R
Fire-Building
Build Fire without ToolsPoint Cost:2
Fishing
Catch FishPoint Cost:2
Gryf Cost:R
Triton Cost:1
Gardening
Landscaping, small foodPoint Cost:2
Batfolk Cost:1
Nhoblit Cost:5
Triton Cost:4
Glass-Blowing
GlassworksPoint Cost:2
Triton Cost:3
Hunting
Hunting GamePoint Cost:2
Elfin Cost:1
Jen’esse Cost:1
Jzaka Cost:1
Sub-orc Cost:1
Knots
Tie Knots with ProficiencyPoint Cost:2
Language
A new languageLiteracy (Native):1
Fluency:3
Literacy:2
Lapidary
Cutting GemsPoint Cost:4
Dwarven Cost:3
Leatherworking
Create Leather, Hide ArmorPoint Cost:2
Batfolk Cost:1
Legal Work
Urban Government Work
Requires Literacy
Point Cost:3
All Non-Human Cultures:4
Lip-Reading
Eavesdrop from a DistancePoint Cost:3
Locksmith
Building standard locksPoint Cost:3
Lock-picking
Mimic having a key
Requires tools to use
Point Cost:3
Lore: Archeology
Study of ancient civilizations
Requires Literacy
Point Cost:3
Lore: Creature
General information of animals and monstersPoint Cost:2
Lore: Economics
Theory of money, markets, and finances
Requires Literacy
Point Cost:3
Lore: Flora
Recognition of common plants,
trees and bushes
Point Cost:2
Lore: Geography
Study of topographyPoint Cost:3
Lore: History
Historical knowledge
Requires Literacy
Point Cost:2
Lore: Literature
Study of the great writings
Requires Literacy
Point Cost:3
Lore: Miasma
Knowledge about the spread
and origin of disease
Requires Literacy
Point Cost:4
Lore: Mineralogy
Identification of rocks and stonesPoint Cost:2
Lore: Religions
Addition theological information not commonly knownPoint Cost:2
Lore: Thaumatology
Academic study of magical theory
Requires Literacy
Point Cost:4
Lore: Viticulture
Theoretic understanding about cultivation and harvesting grapes for the purpose of wine-makingPoint Cost:3
Elfin Cost:2
Masonry
Extract, Build with StonePoint Cost:2
Mathematics
Basic algebra and geometry
Requires Literacy
Point Cost:2
Gnome Cost:1
Mental Fortitude
Bonus for Mental DefensesPoint Cost:3
Gnome Cost:2
Minstrel
Ability to produce music from one type of musical instrument
Requires Muse score 3 or higher
Point Cost:3
Mountsmanship
Riding a specific type of mountPoint Cost:2
Equirda Cost:R
Packing
Load and unload pack animals quicklyPoint Cost:2
Papermaking
Create writing surfacesPoint Cost:2
Rhabdomancy
Dowsing for water or oilPoint Cost:2
Sailing
Sail a Ship, Command CrewPoint Cost:3
Dwarven Cost:5
Equirda Cost:R
Gnome Cost:4
Nhoblit Cost:4
Scribing
Writing, Calligraphy, Forgery
Requires Literacy
Point Cost:2
Sub-orc Cost:3
Sea-Hour
Like mountsmanship except with aquatic creatures
Requires Swimming
Point Cost:3
Triton Cost:2
Skinning
Recover Hide, Extract OrgansPoint Cost:3
Sorcery
Ability for Advanced Magic
Requires Literacy
Point Cost:4
Grae Elf Cost:3
Stamina
Bonus to Exertion ActionsPoint Cost:2
Sub-attribute Increase
Add +1 to a single sub-attribute scorePoint Cost:5
Swimming
Ability to SwimPoint Cost:2
Tailoring
Create Clothing, ArmorPoint Cost:2
Batfolk Cost:1
Tap and Touch
Improves SearchingPoint Cost:3
Toxin Coping
Handle Dangerous SubstancesPoint Cost:4
Under-Navigation
Direction UndergroundPoint Cost:4
Batfolk Cost:3
Dwarven Cost:2
Weaponsmith
Forge Metal WeaponsPoint Cost:3
Wilderness Proficiency
Survival in the WildernessPoint Cost:2
Elfin Cost:1
Equirda Cost:1
Woodworking
Crafting weapons from woodPoint Cost:2
Equirda Cost:1
Wound Care
Render Medical AidPoint Cost:3