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Cultural Strengths

Maldor

Cultural Strengths - Maldor

Typical Ability SPECIALIZATIONS for Maldorites include brewing beer, gambling, competitions, literacy, imperial history, multiculturalism, complex social hierarchies, legal systems, power agriculture, discipline, nationalism, honor, nobility (as a personal trait), fine romance, using shields, using particular throw-back tech, using particular tactics in battle, politics.

Typical Pool CONDITIONING for Maldorites comes from peonage, noble upbringing, academic background, camp follower childhood, harsh mentoring, life of crime, cult childhood.

Typical Ability ENHANCEMENTS for Maldorites include prestigious fighting schools, courtesan training, terrorist training, scholarly degrees, forgotten magic, noble pedigree, cult pedigree.

Typical Ability SYNERGIES for Maldorites include fighting on horseback, scrounging with research, stealthy demolitions, dueling military officers, all social Abilities with etiquette.

Typical Ability RETRAINING for Maldorites includes music (and many other things, come to that) with Reason and instinctual matters with Vigor.

Typical EQUIPMENT for Maldorites includes swords, helmets, horses, breastplates, axes, spears, plows, looms, elaborate dresses, writing implements, artifacts magical and mundane, explosives, adventuring gear.

Ratkin

Cultural Strengths - Ratkin

Typical Ability SPECIALIZATIONS for ratkin include climbing, fitting in tight places, wading in filth, practical wits, figuring out strange appliances, pretending servility, empathy, accounting wealth, fighting larger opponents, skulking.

Typical Pool CONDITIONING for ratkin comes from living close to others in trash-heaps, making Vigor and Instinct conditioning natural.

Typical Ability ENHANCEMENTS for ratkin include natural athletism, mysterious moon-blessings, albino weird, adventurous experiences, brutal life.

Typical Ability SYNERGIES for ratkin include their beastly nature to physical skills, litter bond to social skills, hunting with local knowledge.

Typical Ability RETRAINING for ratkin is to make everything instinctual, such as storytelling, speaking, sports and so on. Typical EQUIPMENT for ratkin includes spears, rags, trash, old artifacts, cult implements, animals.

Ammeni

Cultural Strengths - Ammeni

Typical Ability SPECIALIZATIONS for Ammenites include profiteering, torture, plotting, poisoning, seasoning, sexual positions, accounting wealth, traveling, knowing of peoples, recognizing plants, caring for animals, sewing wounds, commanding others.

Typical Pool CONDITIONING for Ammenites comes from a life of dissipation and traveling among foreign peoples.

Typical Ability ENHANCEMENTS for Ammenites include habitual performance enhancing drugs, apprenticing to a master, experiences among far-off people.

Typical Ability SYNERGIES for Ammenites include bladework with everything, anatomy with social abilities, thievery and vagrancy with wealth and trade abilities.

Typical Ability RETRAINING for Ammenites includes combining Vigor and Instinct and making social Abilities coldly calculating.

Typical EQUIPMENT for Ammenites is knives, bamboo implements, clothes of all sorts, rugs, pipes, luxurious furniture, precious metals, slaves, scarves, pantaloons, papyrus scrolls.

Zaru

Cultural Strengths - Zaru

Typical Ability SPECIALIZATIONS for Zaru include marsh travel, boating, farming rice, hiding messages, disguises, pleasing the master, knowing traditions, remaining calm, resisting torture.

Typical Pool CONDITIONING for Zaru comes from hard plantation work, broken-up family, priesthood training, relentless thirst for revenge.

Typical Ability ENHANCEMENTS for Zaru include internalized zu, secret training methods, experimental surgery, having been trained from a toddler.

Typical Ability SYNERGIES for Zaru include clay-molding with craftwork, poetry with speaking, servitude with everything else.

Typical Ability RETRAINING for rogue Zaru is to make instinctual things vigorous.

Typical EQUIPMENT for Zaru includes widebrimmed hats, farming tools, nets, boats; Ammeni tend to take away anything valuable, though.

Khale

Cultural Strengths - Khale

Typical Ability SPECIALIZATIONS for Khaleans include camouflage, drinking, jests, growing herbs, tracking, theatre, sailing, craft specialties, moiety responsibilities.

Typical Pool CONDITIONING for Khaleans comes from bardic upbringing or surviving alone in the wilds.

Typical Ability ENHANCEMENTS for Khaleans originate in ancestral blessings, heroic inspiration, foreign magic.

Typical Ability SYNERGIES for Khaleans are common abilities with their Khalean counterparts.

Typical EQUIPMENT for Khaleans is wooden, including spears, swords, bows, shields, boats. Other things include clothing off leather and plants, craft tools, musical instruments, exotic animals, hero bands.

Qek

Cultural Strengths - Qek

Typical Ability SPECIALIZATIONS for the Qek involve rapport with particular animal species, specific types of traps or hunting tricks, familiar places, knowing how to handle individual people.

Typical Pool CONDITIONING for the Qek is physical hardship, vision journeys, constant uncertainty and fear of the unseen.

Typical Ability ENHANCEMENTS for the Qek come from integrating famous sasha, rare jungle drugs, through experience with everything the jungle has to offer.

Typical Ability SYNERGIES for the Qek are animal styles with each other or common abilities.

Typical EQUIPMENT for the Qek consists of gem-tipped spears, body painting, rationed food, clothes with colorful feathers.

Goren

Cultural Strengths - Goren

Typical Ability SPECIALIZATIONS for Gorenites involve sheepherding, knowing the hills, building of stone and wood, digging the earth, working a specific metal, cursing, intimidation, different vices and virtues, sermonizing, quoting the Book of Light, fighting trolls, recognizing goblins, suppressing women, elevating women.

Typical Pool CONDITIONING for Gorenites originates in mine work, hermitage, mortification of the flesh, integrating virtues.

Typical Ability ENHANCEMENTS for Gorenites come from Sky God blessings, Goddess blessings, trollish trickery, foreign magic.

Typical Ability SYNERGIES for Gorenites are virtues and aspects to practical abilities and craft abilities to each other.

Typical Ability RETRAINING for Gorenites involve esoteric religious practices and expanding craft abilities.

Typical EQUIPMENT for Gorenites is metal, the finest weapons and armor in Near. Also staffs, religious symbols, Book of Light, troll fetishes, Goddess fetishes, dwarven tools.

Vulfen

Cultural Strengths - Vulfen

Typical Ability SPECIALIZATIONS for Vulfen include marking territory, resolving domination disputes, hunting particular animals, understanding humans, knowing their territory, running.

Typical Pool CONDITIONING for Vulfen comes to Vigor from suffering harsh winters.

Typical Ability ENHANCEMENTS for Vulfen involve Agarim’s spirit, experience, feats of strength, tricks of civilization.

Typical Ability SYNERGIES for Vulfen are to connect bestiality to everything else.

Typical Ability RETRAINING for Vulfen is to scent with reason and do everything with instinct.

Typical EQUIPMENT for Vulfen consists of their own self. Sometimes they use rugs and warps made by their fetches.

Vulfland

Cultural Strengths - Vulfland

Typical Ability SPECIALIZATIONS for the Inuk include skiing, trapping, fishing, tanning skins, working bone, protection from cold, submitting to dominant people.

Typical Pool CONDITIONING for the Inuk comes from harsh winters, braving the ocean, weird dreams.

Typical Ability ENHANCEMENTS for the Inuk originate in totem blessings, foreign blood, strange birth, spirit possession.

Typical Ability SYNERGY for the Inuk is hospitality with other social abilities

Typical EQUIPMENT for the Inuk are bone weapons, leather clothing, kayaks, tents, fetishes

Orania

Cultural Strengths - Orania

Typical Ability SPECIALIZATIONS for Oranides include herding, farming, knowing the waterholes, fighting during the rains, understanding Kalderon, understanding traditionalists, finding the Wedge constellation, recognizing rain clouds, rowing, political pay-outs, inciting crowds, protecting caravans,

Typical Pool CONDITIONING for Oranides involves getting lost on the plains, participating in Kalderonite orgies, having born under auspicious stars.

Typical Ability ENHANCEMENTS for Oranides originate in classical training manuals, lover’s tokens, initiations, traveling to Qek and back.

Typical Ability SYNERGIES for Oranides: none

Typical Ability RETRAINING for Oranides: none

Typical EQUIPMENT for Oranides depends: tribesmen have bows, initiation regalia, horses, spears, staffs, herds, hero bands, musical instruments, bark writing. Tribeswomen have farming tools, pottery, initiation regalia, storehouses, homes, drainage systems, covens, musical instruments, scrolls. Kalderonites have swords, armor, spears, draped clothing, rings, architecture, streets, sewers, ships, books, politicians, military units, trade caravans.

Inselburg

Cultural Strengths - Inselburg

Typical Ability SPECIALIZATIONS for Vadenites involve fishing, crab farming, mapping, politics, esoteric philosophy, making bottles, surviving storms, smoke signals, light signals, flag signals.

Typical Pool CONDITIONING for Vadenites is in Instinct, from being constantly at sea.

Typical Ability ENHANCEMENTS for Vadenites comes from Collegial magic.

Typical Ability SYNERGIES for Vadenites are different sailing skills with command, social skills for political purposes, prayer with everything else.

Typical Ability RETRAINING for Vadenites involves doing crafts by instinct and vigor.

Typical EQUIPMENT for Vadenites is junk washed to the shore, black felt clothing, nice underwear, unassuming weaponry, black powder grenades, colorful hats, collegial rings, boats, ships.

Pere-di-Fey

Cultural Strengths - Pere-di-Fey

Many people in Pere-di-Fey are actually recent refugees from other lands; use cultural strengths appropriate to their homeland for these people.

Typical Ability SPECIALIZATIONS for Kairakau are specific types of symbionts, specific crafts, small boats, fishing, collecting fruit, dancing, hospitality towards a specific culture, keeping their temper in check.

Typical Pool CONDITIONING for Kairakau comes from frequent symbiosis, heavy drinking, cosmic visions.

Typical Ability ENHANCEMENTS for Kairakau come from specialized symbiotes.

Typical Ability SYNERGIES for Kairakau are hospitality with artistic abilities, swimming with ecology, land-speech with using symbionts.

Typical Ability RETRAINING for Kairakau involves cultural abilities with reason.

Typical EQUIPMENT for Kairakau is jewelry, crustacean items, boats, spears, shellstone totems, fishing and crabbing implements, items washed in from the ocean.