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
Bonuses involving physical Actions Requires Body score 12 or higher | Point Cost: | 3 |
Dwarven Cost: | R |
Equirda Cost: | 2 |
Nhoblit Cost: | 2 |
Pass oneself off as different person | Point Cost: | 3 |
Elfin Cost: | 2 |
Equirda Cost: | R |
Sub-orc Cost: | R |
Planting, Harvesting, Cultivating Food | Point Cost: | 2 |
Increased awareness in a particular terrain Requires Perception score 3 or higher | Point Cost: | 3 |
Selective crossing of domestic animals | Point Cost: | 2 |
Condition a specific animal species to follow basic commands | Point Cost: | 3 |
Sub-orc Cost: | R |
Jen’esse Cost: | R |
Forge Metal Armor | Point Cost: | 3 |
Dwarven Cost: | 2 |
Tattooing, Piercing, Scarification | Point Cost: | 2 |
Firing or baking ceramics | Point Cost: | 2 |
Charcoal, ink, pastel, and pencil | Point Cost: | 2 |
Elfin Cost: | 1 |
Gnome Cost: | 1 |
Create pleasing building interiors | Point Cost: | 3 |
Nhoblit Cost: | 2 |
Painting on paper, canvas, or a wall,
with tempera, oil-based paint, etc | Point Cost: | 2 |
Elfin Cost: | 1 |
Nhoblit Cost: | 1 |
Three-dimensional art from ivory,
stone, or soft metals | Point Cost: | 2 |
Gnome Cost: | 1 |
Sense of Direction, Foretelling | Point Cost: | 2 |
Jzaka Cost: | 1 |
Lower Costs, Increase Sales | Point Cost: | 2 |
Gnome Cost: | 1 |
Sub-orc Cost: | 3 |
Create Holy Philters | Point Cost: | 3 |
Gryf Cost: | 2 |
Craft Beers and Ales | Point Cost: | 3 |
Dwarven Cost: | 2 |
Triton Cost: | 5 |
Riding a bicycle over long distances | Point Cost: | 3 |
Dwarven Cost: | R |
Equirda Cost: | R |
Gnome Cost: | 2 |
Wood Structures | Point Cost: | 2 |
Batfolk Cost: | 1 |
Elfin Cost: | 1 |
Read, Decipher Maps
Requires Literacy | Point Cost: | 3 |
Equirda Cost: | 1 |
Nhoblit Cost: | 2 |
Use of ropes, handles to scale a surface | Point Cost: | 3 |
Batfolk Cost: | 2 |
Dwarven Cost: | 4 |
Equirda Cost: | R |
Gryf Cost: | 1 |
Jzaka Cost: | 1 |
Forge Iron By Hammering | Point Cost: | 3 |
Batfolk Cost: | R |
Dwarven Cost: | 2 |
Jen’esse Cost: | 2 |
Nhoblit Cost: | R |
Fighting with melee weapons | Point Cost: | 4 |
Dwarven Cost: | 3 |
Jen’esse Cost: | 3 |
Sub-orc Cost: | 3 |
Fighting with melee weapons | Point Cost: | 4 |
Elfin Cost: | 3 |
Equirda Cost: | 3 |
Sub-orc Cost: | 3 |
Triton Cost: | 5 |
Removes shield restrictions | Point Cost: | 4 |
Dwarven Cost: | 3 |
Sub-orc Cost: | 3 |
Grappling and striking | Point Cost: | 3 |
Batfolk Cost: | 2 |
Sub-orc Cost: | 2 |
Triton Cost: | 2 |
Cook and prepare food | Point Cost: | 2 |
Elfin Cost: | 1 |
Nhoblit Cost: | 1 |
Triton Cost: | 3 |
Burst of Movement in Combat | Point Cost: | 3 |
Equirda Cost: | 2 |
Gryf Cost: | 2 |
Triton Cost: | 4 |
Bonus for Spiritual Defenses | Point Cost: | 3 |
Connection to Deity Requires Literacy | Point Cost: | 4 |
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 |
Horseshoeing | Point Cost: | 2 |
Gnome Cost: | 3 |
Gryf Cost: | 3 |
Jen’esse Cost: | 4 |
Triton Cost: | R |
Build Fire without Tools | Point Cost: | 2 |
Catch Fish | Point Cost: | 2 |
Gryf Cost: | R |
Triton Cost: | 1 |
Landscaping, small food | Point Cost: | 2 |
Batfolk Cost: | 1 |
Nhoblit Cost: | 5 |
Triton Cost: | 4 |
Glassworks | Point Cost: | 2 |
Triton Cost: | 3 |
Hunting Game | Point Cost: | 2 |
Elfin Cost: | 1 |
Jen’esse Cost: | 1 |
Jzaka Cost: | 1 |
Sub-orc Cost: | 1 |
Tie Knots with Proficiency | Point Cost: | 2 |
A new language | Literacy (Native): | 1 |
Fluency: | 3 |
Literacy: | 2 |
Cutting Gems | Point Cost: | 4 |
Dwarven Cost: | 3 |
Create Leather, Hide Armor | Point Cost: | 2 |
Batfolk Cost: | 1 |
Urban Government Work Requires Literacy | Point Cost: | 3 |
All Non-Human Cultures: | 4 |
Eavesdrop from a Distance | Point Cost: | 3 |
Building standard locks | Point Cost: | 3 |
Mimic having a key Requires tools to use | Point Cost: | 3 |
Study of ancient civilizations Requires Literacy | Point Cost: | 3 |
General information of animals and monsters | Point Cost: | 2 |
Theory of money, markets, and finances Requires Literacy | Point Cost: | 3 |
Recognition of common plants, trees and bushes | Point Cost: | 2 |
Study of topography | Point Cost: | 3 |
Historical knowledge Requires Literacy | Point Cost: | 2 |
Study of the great writings Requires Literacy | Point Cost: | 3 |
Knowledge about the spread and origin of disease Requires Literacy | Point Cost: | 4 |
Identification of rocks and stones | Point Cost: | 2 |
Addition theological information not commonly known | Point Cost: | 2 |
Academic study of magical theory Requires Literacy | Point Cost: | 4 |
Theoretic understanding about cultivation and harvesting grapes for the purpose of wine-making | Point Cost: | 3 |
Elfin Cost: | 2 |
Extract, Build with Stone | Point Cost: | 2 |
Basic algebra and geometry Requires Literacy | Point Cost: | 2 |
Gnome Cost: | 1 |
Bonus for Mental Defenses | Point Cost: | 3 |
Gnome Cost: | 2 |
Ability to produce music from one type of musical instrument
Requires Muse score 3 or higher | Point Cost: | 3 |
Riding a specific type of mount | Point Cost: | 2 |
Equirda Cost: | R |
Load and unload pack animals quickly | Point Cost: | 2 |
Create writing surfaces | Point Cost: | 2 |
Dowsing for water or oil | Point Cost: | 2 |
Sail a Ship, Command Crew | Point Cost: | 3 |
Dwarven Cost: | 5 |
Equirda Cost: | R |
Gnome Cost: | 4 |
Nhoblit Cost: | 4 |
Writing, Calligraphy, Forgery Requires Literacy | Point Cost: | 2 |
Sub-orc Cost: | 3 |
Like mountsmanship except with aquatic creatures Requires Swimming | Point Cost: | 3 |
Triton Cost: | 2 |
Recover Hide, Extract Organs | Point Cost: | 3 |
Ability for Advanced Magic Requires Literacy | Point Cost: | 4 |
Grae Elf Cost: | 3 |
Bonus to Exertion Actions | Point Cost: | 2 |
Add +1 to a single sub-attribute score | Point Cost: | 5 |
Ability to Swim | Point Cost: | 2 |
Create Clothing, Armor | Point Cost: | 2 |
Batfolk Cost: | 1 |
Improves Searching | Point Cost: | 3 |
Handle Dangerous Substances | Point Cost: | 4 |
Direction Underground | Point Cost: | 4 |
Batfolk Cost: | 3 |
Dwarven Cost: | 2 |
Forge Metal Weapons | Point Cost: | 3 |
Survival in the Wilderness | Point Cost: | 2 |
Elfin Cost: | 1 |
Equirda Cost: | 1 |
Crafting weapons from wood | Point Cost: | 2 |
Equirda Cost: | 1 |
Render Medical Aid | Point Cost: | 3 |