Step 1: Select Your Culture or Region
Your character's culture shapes their values, skills, and how they see the world. A foundation for their background that propels them forward as they tackle today and tomorrow. That cornerstone concept is why selecting your character’s culture is the first step in character creation.
Now bear in mind, this also doesn’t mean your character’s culture is the same as their ancestry, also called their bloodline. They can be related, but aren’t at all the same.
For instance, a human could have been adopted into a grimling sept or clan. In that case, that character would select a grimling sept as their culture, then ‘human’ as their bloodline in step 2. Another example would be a thayan that immigrated into one of the League of Nations settlements of North America. For that character, they would select the Nativan culture, then ‘thaye’ as their bloodline.
Which does bring up another point about culture and ancestries. Most cultures do have a major ancestry. But in the years between Otherworld’s fall to Earth in 1712—called the Crossing’s Fall breach—to 1722 have forced changes on the world. This means outsiders, immigrants, and foundlings are far from rare in most lands.
When you choose your culture:
Add 1 dot in the Favored Action listed for that culture.
Note the ancestries most common there — you may choose from these in Step 2.
Earthborn Cultures
Nativan Cultures (North, Central, and South America)
Rooted in both indigenous traditions and post-colonial innovation. Practical, inventive, and deeply spiritual, Nativan communities blend survival skill with a strong sense of community.
In North America, these peoples have banded together into a single fledgling country called the League of Nations. Meanwhile, Central and South America are still both primarily indigenous traditions and powerful city states in their own right.
The most common bloodline across North, Central, and South America are humans. But as of 1714, they aren’t alone. Thayans or grimlings from nearly lost cultures have immigrated, drawn by the sense of welcome opportunity.
Favored Action: Craft or Study
Common Ancestries: Human, Thayan, Grimling
European & Mediterranean Cultures
These cultures were the most disrupted by the Crossing’s Fall breach. They are collectively called the Old World cultures. Ones that—before the breach—stood on the edge of spreading across the Earth in a fever of colonial expansion. A move that was dramatically aborted with the events of Crossing’s Fall.
Still today, many characters from these cultures are driven by exploration or other ambitions, such as glory, riches, or personal freedom.
Like any Earth culture, the predominant bloodline is human. But like many places, thayans have been immigrating themselves with success in many of the Old World cultures.
Favored Action: Command or Sway
Common Ancestries: Human, Thayan
African Cultures
These cultures are some of the oldest, rising from conflict to reclaimed magic and re-forge ancient empires. Members of these cultures are balanced, determined and resilient, carrying a deep respect for practical tradition, spiritualism, and survival.
Once again, the most common bloodline are humans. But the Crossing Fall breach touched these lands and cultures also. Many grimling bloodlines, often the last of their own cultures, immigrated here for a better tomorrow.
Favored Action: Remedy or Channel
Common Ancestries: Human, Grimling
Asian Cultures
Along the Pacific Rim, these dynamic societies are in flux, still rattled by unexpected conflict with Otherworld peoples and creatures. Now, those conflicts have forced them to reach out beyond their borders.
Characters from here are driven by a need for progress, exploration, even a need to gain allies against fears of new conflicts. These are the cultures with some of the deepest history and traditions among the Earthborn cultures, but also have seen the most upheaval.
Like all Old Earth cultures, the human bloodline is the most common. But the dramatic, and bloody, arrival of the Morasu from Otherworld’s destruction left its affects. Grimling and morasu bloodlines are also found heavily here as well.
Favored Action: Channel or Study
Common Ancestries: Human, Morasu, Grimling
Afalon Isle Cultures
The mysterious land of Afalon Isle is one of the largest land-masses that was ripped from the shattered Otherworld and merged with Earth. Set in the middle of the Atlantic Ocean, its appearance disrupted all main trade routes between Europe and North America, if not destroying it completely.
Most of the cultures here are the various thayan cultures that survived the Crossing’s Fall breach. But lately, many human settlements have appeared, looking to immigrate to one thayan culture or another.
Aylorian
This is the most numerous of all the Afalon Isle cultures. Aylorians, or the Aylori, are predominantly an agrarian society, with deep nature-bound traditions. Known for ancient healing practices and a practical point of view, Aylorians are often sought out as surgeons or to train other surgeons, alchemists and more. Most of their traditions have roots to seasonal festivals, along with storytelling and shared meals.
The most common bloodline for Aylorians is thayan, as is common for all the Afalon Isle cultures. But since the Crossing’s Fall breach of 1712—as well as post bush wars on Afalon Isle—many humans have immigrated to Aylorian lands. Some are curious, but most are drawn to the sense of quiet peace.
Favored Action: Remedy
Common Ancestries: Thayan, Human
Silvashar
Unlike the Aylorians with their connection to herbalist medicines and more, the Silvashar follow a pursuit of knowledge. In particular, they are keenly interested in many aspects of the arcane arts and the power of the Etherwave Arcana.
They are famous for their libraries and scholarly institutions. Libraries that survived the fall to Earth, are the cornerstone of their communities. But unlike other Afalon Isle cultures, only a handful of Silvashar settlements exist. Still, out of any culture, the Silvashar are the most magical minded of them all.
Like Aylorians and Sunweavers, the most common bloodline are thayans. But many humans have immigrated into the Silvashar, eager to learn Silvashar ancient lore.
Favored Action: Study
Common Ancestries: Thayan, Human
Sunweaver
Sunweavers are the third, and last of the Afalon Isle cultures to survive arriving on Earth. Nomads on Otherworld, they continue that tradition even if most are located on the rocky and forested expanse of Afalon Isle.
Their tight-knit culture favors the arts, believing that the arts can bridge differences when all else fails. For this reason, Sunweavers have long produced numerous master diplomats, performers and more. People skilled and talented in the delicate balance of blending emotion with art.
Like Aylorians and Silvashar, the most common bloodline are thayans. But many humans have immigrated into the Sunweaver travelers. Most interested in a new start, putting the past behind them, but others to learn the Sunweaver traditions.
Favored Action: Perform
Common Ancestries: Thayan, Human
Grimling Cultures (Septs)
Grimling culture is broken up into ‘septs’ or what one might call ‘clans’. On Otherworld, these septs were found across many lands, but primarily in their partially underground crafthold cities they called Burrowholds.
Now, on Earth, the surviving Septs often settled in far-flung locations, often near human towns and settlements. Usually it’s in mountainous or hilly regions around the world such as the Appalachian region in North America, Andes in South America, Greenland and so on.
Steelsire Sept
Steelsire is considered the master blacksmiths and metallurgists among the grimling people. There is certainly no other Sept on Earth that has such a complete knowledge of metals and how to shape them. Steeped in ancient forging techniques, their creations are renowned for withstanding the harshest conditions, be it armor, weapons, or the finest steam boilers.
For the Steelsire, the metal-smith’s forge is a sacred space. To signify passage to adulthood, young folk of this Sept undergo a rite of passage that involves crafting their first tool or device. One that calls to them and suggests their later direction in life, even if it leads away from the forge fires. Steelsire work is known for its attention to detail, often bearing a personal sigil or mark worked into the overall design.
Favored Action: Craft
Common Ancestries: Grimling, Human
Emberlair Sept
Members of Emberlair are known both near and far as grimlings with a close tie to fire, both metaphorically and literally. They are best known for their alchemy work, and possess uncanny control over fire. No matter if those flames are for metalworking or crafting fine cuisine. True to their association, Emberlair folk are more passionate and quick-tempered than most. But they also are just as quick to calm down as well.
It’s true that many great alchemists and surgeons have studied from Emberlair. But folk of this Sept are taught to cook from the youngest age as a step before learning any alchemy. From stews, soups, roast meats, and more, Emberlair folk constant work to refine even treasured traditional dishes.
Favored Action: Channel
Common Ancestries: Grimling, Human
Runehart Sept
The Runehart Sept is the most studious of all grimling Septs. More than one famous historian, archivist, and even magical scholars have come from the Runehart community. Students of ancient wisdom, magical texts, and long-standing traditions, they are often found as advisors to other Septs and, increasingly, to trading companies and universities on Earth.
From their studies of ancient traditions to learning the specialties of rune casting, many believe the Runehart folk to be stubborn. Resistant to change or new ideas. Nothing could be farther from the truth. Runeharts love to learn, be it new ideas or old. They understand the importance of tradition. But they’ve also seen what happens when people hold too tight to those traditions and refuse to embrace change until it’s too late. Many a Runehart took up exploration and cartography once they settled in on Earth.
Favored Action: Study
Common Ancestries: Grimling, Human
Minoko Sept
Of all the grimling Septs, Minoko is the one to whom others turn to for precise stonework and architecture techniques. In times past in Otherworld, it was the Minoko Sept that designed many of the larger Burrowholds. Especially those found in the Furata Mountains with its ample amounts of marble rock.
Minoko folk learn the principles of stonework and architecture from childhood. When someone comes of age, their rite of passage to adulthood is to design a unique piece of stonework. It can be a sculpture, but many times is a fountain, bridge or other practical piece. Often adults take up professions as architects or sculptors. Masterminds and strategists behind grand halls, city building, or military fortifications.
One unique ability common to most Minoko folk is what they call ‘hearing’ the stone. They believe, as do most who know the Minoko folk, that they can ‘listen’ to the stone and craft it into the form the stone is interested in. The result is always both functional and aesthetically pleasing when finished.
Favored Action: Trade
Common Ancestries: Grimling, Human
Tealioth Sept
Last are the Tealioth Sept. Natural seafarers, they are renowned for their maritime skills. Both in navigation but especially in shipbuilding. Their ships are both sturdy and graceful, able to handle calm inland waters and rough open seas. Each ship is designed based on her “voice” the Tealioth shipwright hears while they design her. This results in elaborate carvings and intricate designs that add an aspect of visual elegance on top of sleek performance.
In addition, Tealioth folk are excellent fishermen and merchants. On Otherworld, they were known to watch the waves and read the sea to predict the weather. Now on Earth, they have learned to love these new seas and all their storming glory. As for their skill as merchants, they raise haggling to an art form. It’s said that if there is anything the Tealioth loves more than fishing, it would be haggling.
Favored Action: Pilot or Sway
Common Ancestries: Grimling, Human
Morasu Cultures (Tomias or Noble Houses)
To the outside world, the morasu are known for their strong sense of duty and an obsession with order. But, their culture actually revolves around their noble houses, or Tomias. Each have their own unique traditions and worldviews, but are united in a common cause under the banner of the Storm Emperor.
The Tomias are in a constant state of competition. Rivalries, most generations old, that stem from age-old grievances or nearly forgotten historical events. This has caused a complex web of alliances and intrigue to form between each one that survives to this day on Earth.
Once, on Otherworld, there were dozens of Tomias scattered across their Tir Yovat Empire. After the Otherworld was shattered, only a handful crashed to Earth. Most rebuilt their holdings on the island of Zafra. Others remained where they arrived in lands such as Greenland, South America, and the Caribbean.
Today, the Tomias struggle against and with each other to rebuild their fallen kingdom. They navigate new rivalries and alliances between each other and human nobility to reconstruct the Tir Yovat Empire on Earth. A kingdom that would put both Otherworld refugees, and humans, under their domain.
But, there are those morasu who have stepped outside their own Tomias to explore this new world. A courageous act, that some consider taboo. Those few individuals are looking to see what lies beyond the ancient traditions of the Tomias, or even to act as ambassadors for their people. At times, this is for the good of their Tomia, but it may also be for nefarious purposes as well.
Tomia Vargoth – The Storm Lions
The Storm Lions. Members of Tomia Vargoth are fierce warriors that value strength in combat above all else. They are often the first to volunteer for duty on the front lines and are known for their swordmasters.
Favored Action: Skirmish
Common Ancestries: Morasu, Human
Tomia Harogara – Strategists and Sages
The oldest of the Tomias, Harogara is known its long line of warrior philosophers among their ranks. Some of the greatest strategists to advise the Storm Emperor in wartime came from Tomia Harogara.
Favored Action: Command
Common Ancestries: Morasu, Human
Tomia Torgazi – The Coin Keepers
Members of Tomia Torgazi are called the Coin Keepers. Merchants and traders, members of this house are skilled at haggling with a knack for acquiring rare antiques. They are the house that manages trade in the Tir Yovat Empire, and are considered the most treacherous.
Favored Action: Consort or Trade
Common Ancestries: Morasu, Human
Tomia Drevez – Privateers and Rebels
Members are often explorers and cartographers. They are the most rebellious of the Tomias, with the morasu of Tomia Drevez often taking jobs as privateers, even against other Tomias. They are the most likely to be on the lookout for new horizons, uncharted territories, and lost mysteries.
Favored Action: Maneuver
Common Ancestries: Morasu, Human
Tomia Kurenji – The Starseers
The Starseers. This is a house of scholars and mystics. Custodians of ancient morasu lore and magic from thousands of generations past. In the court of the Storm Emperor, there has always been one member of Tomia Kurenji as the court's Wavebinder.
Favored Action: Channel
Common Ancestries: Morasu, Human
Thank you, this is very helpful and I like your thoughts of the different cultures.
Here are my Entries for the water continent Ulűri̋qi̋
Thank you! I'm trying to be careful across all the character creation steps, but the cultures most of all since they are the starting point.