cultures
savage races live in cultures, some races have created more than one culture and other races live in more than one culture
cultures never attack those they call friends even when religious intolerance allows it
cultures always attack those they call hostiles when ever religious intolerance allows it
cultures always attack those they call foes even when religious intolerance does not allow it
in a culture that does not list itself as friends civil war is common
civilized cultures
the great cities
are the center of marquesian culture, every alignment is represented inside of their walls
house cannith enclaves
house deneith enclaves
house ghallanda enclaves
house jorasco enclaves
house kundarak enclaves
house sivis enclaves
house tharashk enclaves
house thuranni enclaves
house vadalis enclaves
house lyrandar enclaves
house medani enclaves
house orien enclaves
house phiarlan enclaves
glossary
commoner - do not owe military service but have a poor or modest lifestyle
courtiers - do not owe military service but have a comfortable or wealthy lifestyle
knight - heavy armor infantry or medium armor mounted troop with a wealthy lifestyle maintained by either a fief or stipend
man-at-arms - medium armor infantry or light armor mounted troop with a modest lifestyle maintained by either a fief or stipend
noble - heavy armor mounted troop with a noble lifestyle maintained by either a fief or stipend
peasant - do not owe military service but have a wretched or squalid lifestyle
royalty - heavy armor mounted troop with a royal lifestyle maintained by a fief or stipend
sergeant - medium armor infantry or light armor mounted troop with a comfortable lifestyle maintained by either a fief or stipend
yeomen - unarmored mounted or light armor infantry with a poor lifestyle maintained by either a fief or stipend
savage cultures
aarakocra*
aarakocra culture includes only the aarakocra, it is based around nesting grounds that are high in the tops of trees or mountains, when the nests are lower they are often protected by round stone walls with no doors and a simple conical roof high over its walls, inside nests jut out from the walls or are on support beams with few ways to get from one nest to another nest without flying
aarakocra culture has few obvious leaders
aarakocra culture calls other aarakocra as well as auran, and giant cultures friends
aarakocra culture calls the abyssal, draconic, gith, ignan, sylvan, and riedran cultures hostile
the aarakocra culture calls the deep speech, and marquesian cultures foes
abyssal*
abyssal cultures includes demons, yuan-ti, and other demonic cultists where the only thing for sure is nothing is for sure, obviously abyssal communities are first, foremost, and only chaotic, secondly they are mostly neutral (1-3) then evil (4-5) and rarely good (6)
abyssal culture calls no one friends
abyssal culture calls the aarakocra, abyssal, aereni elf, auran, aquan, celestial, dark elf, deep dwarf, deep gnome, deep speech, draconic, elf, forest gnome, giant, ghostwise halfling, gith, goblin, half-elf, half-orc, halfling, hill dwarf, ignan, infernal, kraul, leonin, loxodon, marquesian, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, sea elf, shadar-kai elf, terran, undercommon, valenar elf, and vedalken, cultures hostile (yes, literally everyone else)
abyssal culture calls no other culture its foe, something not even the normally good deep speech culture can claim
auran*
auran cultures include those from the plane of air, aarakocra, air genasi, and kenku most auran communities not floating in the sky resemble aarakocra nesting grounds with maybe some doors
auran culture calls the aarakocra and auran cultures friends
auran culture calls the abyssal, draconic, gith, sylvan, and ignan cultures hostile
auran culture calls the deep speech, and marquesian cultures foes
aquan*
aquan cultures include those from the plane of water as well as sea elf, water genasi, tortle, triton, vedalken, and simic hybrids, aquan communities are almost exclusively made up of underwater cities, often with structures built to home air breathers, with each aquan community having an alignment based on the predominate race
aquan culture calls the aquan and deep speech cultures friends
aquan culture calls the abyssal, draconic, gith, ignan, and riedran cultures hostile
auran culture calls the marquesian culture foes
celestial*
celestial culture includes celestials, aasimar, and anyone else that speaks celestial and wishes to be a part of it, celestial cultures are always lawful and mostly good (1-3), then neutral (4-6), and rarely evil (6) though some combination of two or all the three do exist, celestial communities are seldom large and always look more like huge military orders than anything else
celestial culture calls celestial culture friends
celestial culture calls the abyssal, draconic, gith, sylvan, and infernal cultures hostile
celestial culture calls the marquesian culture foes
deep speech*
deep speech culture includes aberrations, locathah, and anyone else that speaks deep speech and wishes to be a part of it, deep speech cultures are mostly lawful (1-3), then neutral (4-5), and rarely chaotic (6), and mostly good (1-3), then neutral (4-5), and rarely evil (6),
deep speech culture calls the aquan, celestial, deep elf, deep dwarf, deep gnome, deep speech, and undercommon cultures friends
deep speech culture calls the arakocra, abyssal, aereni elf, auran, aquan, draconic, elf, forest gnome, giant, ghostwise halfling, gith, goblin, half-elf, half-orc, halfling, hill dwarf, ignan, infernal, kraul, leonin, loxodon, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, sea elf, shadar-kai elf, terran, and vedalken giant, cultures hostile
deep speech call the marquesian culture foes
draconic*
draconic cultures includes dragons, dragonborn, kobolds, lizardfolk, tortal, yuan-ti and anyone else that speaks draconic and wishes to be a part of it, draconic culture is the oldest known surviving culture where dragons are royalty, dragonborn are nobles, tortal are commoners, lizardfolk are men-at-arms, kobolds are yeomen, and the yuan-ti are courtiers, overall draconic culture feels more eastern than western, metallic draconic communities are chaotic and usually evil (1-3), then neutral (4-5), and rarely good (6), gem draconic cultures are neutral and usually neutral (1-3), then evil (4-5), and finally good (6), chromatic draconic cultures are lawful and usually good (1-3), then neutral (4-5), and finally evil (6)
draconic culture calls the draconic culture friends
draconic culture calls the aarakocra, abyssal, aereni elf, auran, aquan, celestial, dark elf, deep dwarf, deep gnome, elf, forest gnome, ghostwise halfling, goblin, half-elf, half-orc, halfling, hill dwarf, ignan, infernal, kraul, leonin, loxodon, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, sea elf, shadar-kai elf, terran, undercommon, and vedalken cultures hostile
draconic culture calls the deep speech, giant, and marquesian cultures foes
mountain dwarf*
mountain dwarf culture is based on clan and wealth with the mountain dwarf clans controlling the best mines so theirs is the greatest wealth, almost two-third of all dwarfs are mountain dwarfs but they are accepted as the royalty of the dwarf society with every single hill dwarf clan in fealty to a mountain dwarf clan
mountain dwarf culture calls the deep dwarf, mountain dwarf, and hill dwarf cultures friendly
mountain dwarf culture calls the gith cultures hostile
mountain dwarf calls the deep speech, draconic, giant, and marquesian cultures foes
hill dwarf*
hill dwarf culture is based on clan and wealth with the mountain dwarf clans controlling the best mines so theirs is the greatest wealth, half of all dwarf are hill dwarf but they are accepted as the nobles of dwarf society with every single hill dwarf clan in fealty to a mountain dwarf clan
mountain dwarf culture calls the deep dwarf, mountain dwarf, hill dwarf, and rock gnome cultures friendly
mountain dwarf culture calls the gith cultures hostile
mountain dwarf calls the deep speech, draconic, giant, and marquesian cultures foes
deep dwarf*
deep dwarf culture is no longer based on wealth after they abandoned the pursuit of wealth when they fled to the underdark, with almost one-sixth of all dwarf being deep dwarf they are still loyal to clan but no longer acknowledge wealth as a measure of status, because of this and other reasons a deep dwarf tends to be more loyal to their underdark comrades than they are to any mountain or hill dwarf, a deep dwarf that show religious intolerance against other underdark cultures is exiled
deep dwarf culture calls the dark elf, deep dwarf, deep gnome, deep speech, hill dwarf, mountain dwarf, and undercommon cultures friends
deep dwarf culture calls the abyssal, draconic, and gith, cultures hostile
deep dwarf culture calls the marquesian culture foes
elf*
the elf culture is based on eladrin royalty, high elf nobility, and wood elf yeomanry and not because of land or wealth but just because of the basic respect given, basic elf culture covers half of all of non sub-race elf cultures with the aereni making up one-third and the valenar making up one-sixth, elf communities are always neutral first and second mostly neutral (1-3),then more good (4-5) than evil (6)
elf culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
elf culture calls the abyssal, draconic, and gith cultures hostile
elf culture calls the marquesian culture foes
elf, aereni*
the aereni elf culture is based on eladrin royalty, high elf nobility, and wood elf yeomanry, disorganized under an undying court, aereni elf communities are always chaotic first and second mostly neutral (1-3) then more evil (4-5) than good (6)
aereni elf culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
aereni elf culture calls the abyssal, draconic, and gith, cultures hostile
aereni elf culture calls the marquesian culture foe
elf, valenar
the valenar elf culture is based on eladrin royalty, high elf nobility, and the wood elf yeomanry, valenar elf communities are always lawful first and second mostly neutral (1-3) more good (4-5) than evil (6), valenar elf culture is the most warlike of all elf cultures
valenar elf culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
valenar elf culture calls the abyssal, draconic, and gith, cultures hostile
valenar elf culture calls the marquesian culture foe
elf, dark
the dark elf culture abandoned class status when it fled to the underdark, dark elf communities are mostly neutral (1-3) first, then lawful (4-5) and finally chaotic (6), and second mostly neutral (1-3) more good (4-5) than evil (6), otherwise, a dark elf community often values their underdark allies more than they do other elves which has not gone unnoticed by other elves, a dark elf that show religious intolerance against other underdark cultures is exiled
dark elf culture calls the aarakocra, aereni elf, dark elf, deep dwarf, deep gnome, deep speech, elf, forest gnome, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
dark elf culture calls the abyssal, draconic, and gith, cultures hostile
dark elf culture calls the marquesian culture foe
elf, sea
the sea elf culture abandoned class status when it fled to the sea, sea elf communities are mostly chaotic (1-4) first, then neutral (4-5) and finally lawful (6), and mostly neutral (1-3) second as well with there being more evil (4-5) than good (6), sea elf culture often value their aquan allies more than they do other elves which has not gone unnoticed by other elves
elf culture calls the aarakocra, aereni elf, aquan, dark elf, deep speech, elf, forest gnome, giant, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
elf culture calls the abyssal, draconic, and gith, cultures hostile
elf culture calls the marquesian culture foe
elf, shadar-kai
the shadar-kai elf culture abandoned class status when it fled to the shadowfell, shadar-kai elf communities are first mostly neutral (1-3), then chaotic (4-5) and finally lawful (6), and second mostly neutral (1-3) then good (4-5) and rarely evil (6), shadar-kai elf culture often values their kraul allies more than they do other elves which has not gone unnoticed by other elves
shadar-kai elf culture calls the aarakocra, aereni elf, dark elf, elf, forest gnome, giant, ghostwise halfling, goblin, kraul, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
shadar-kai elf culture calls the abyssal, draconic, and gith, cultures hostile
shadar-kai elf culture calls the marquesian culture foe
giant*
giant cultures are based around the sensibilities of giants as well as the aarakocra, firbolg, goliath, kenku, loxodon, orc, and the occasional bugbear
giant culture is the second oldest culture in existence after the draconic which has tried to ended it many times
giant culture is first neutral (1-3), chaotic (4-5), then lawful (6), and secondly neutral (1-3), followed by good (4-5) then evil (6)
giant culture is friendly with the aarakocra, giant, and orc, cultures
giant culture is neutral to
giant culture is hostile to calls the gith culture hostile
giant culture gets violent with the calls the deep speech, dragon, hill dwarf, mountain dwarf, and marquesian cultures hostile
gith*
gith culture combines the githyanki and the githzerai into one culture they call the sha'sal khou, the githzerai mainly focus on creating and maintaining the serene monastery like citadels that are the home of the gith culture and while there the githyanki follow the rules of the sha'sal khou, but the githyanki still live to raid and with their flying skiffs, brigs, and raiders along side their dragon allies they are the best raiders in the known world, no culture except the underdark is free from their raids
culture calls the draconic and gith cultures friends
culture calls the aarakocra, abyssal, aereni elf, auran, aquan, celestial, dark elf, deep dwarf, deep gnome, deep speech, elf, forest gnome, giant, ghostwise halfling, goblin, half-elf, half-orc, halfling, hill dwarf, ignan, infernal, kraul, leonin, loxodon, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, sea elf, shadar-kai elf, terran, undercommon, valenar elf, and vedalken, cultures hostile
culture calls the marquesian culture foes
gnomish, deep*
deep gnomes cultures are also part of the larger underdark culture, deep gnomes them selves are mostly neutral (1-3), then lawful (4-5), and lastly chaotic (6), secondly valuing the neutral (1-3) over good (4-5) and then evil (6), deep gnomes make up about one-third of all gnomes, a deep gnome communities often value their underdark allies more than they do other gnomes a deep gnome that show religious intolerance against other underdark cultures is exiled
deep gnome culture calls the dark elf, deep dwarf, deep gnome, deep speech, forest gnome, and rock gnome cultures friends
deep gnome culture calls the abyssal, draconic, and gith, cultures hostile
deep gnome culture calls the marquesian culture foe
gnomish, forest*
forest gnomes cultures are also part of the larger sylvan culture, forest gnomes are first off chaotic (1-3), then neutral (4-5), and lastly lawful (6), secondly valuing the neutral (1-3) over the good (4-5) and then the evil (6), forest gnomes make up about one-half of all gnomes and are what most people think of when they think of gnomes
forest gnome culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, half-elf, minotaur, rock gnome, sylvan, sea elf, shadar-kai elf, and valenar elf cultures friends
culture calls the aarakocra, abyssal, draconic, giant, gith, half-orc, infernal, kraul, leonin, loxodon, orc, orc of eberron, and riedran, and vedalken cultures hostile
culture calls the deep speech, marquesian culture foes
gnomish, rock*
rock gnomes culture includes just rock gnomes but are generally located close to hill dwarf or riedran cultures and are mostly lawful (1-3), then neutral (4-5), and lastly chaotic (6), secondly valuing the neutral (1-3) over the good (4-5) and the evil (6), rock gnomes make up about one-third of all gnomes
rock gnome culture calls the forest gnome, hill dwarf, rock gnome and riedran cultures friendly
rock gnome culture calls the gith
rock gnome culture calls the abyssal,draconic, and marquesian cultures foes
goblin*
goblin culture has hobgoblins as nobles, bugbears as men-at-arms, and goblins as yeomen, with any other race being treated as peasants, hobgoblins make up about one sixth, hobgoblins about one-third and goblins about one-half of the total population, goblin communities often join with the sylvan cultures when and where they can, when hobgoblins are present a goblin community is lawful (1-3) then neutral (4-5) and finally chaotic (6), if bugbears are the highest ranking goblin present the goblin community is chaotic (1-3) before neutral (4-5) then lawful (6), goblins alone tend to be (neutral (1-3) then chaotic (4-5) before lawful (6), and all of them are neutral (1-3) then good (4-5) before evil (6)
goblin armies are a sight to see, goblins on wolves and hobgoblins on worgs using short bows or both on foot using longbows and long swords with pole armed bugbears makes for an impressive sight in their brightly lacquered armor with vividly colored bindings, they tend to only use shields in sieges instead relying on hopefully overpowering firepower and maneuverability to win the day
culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, half-elf, minotaur, sylvan, sea elf, shadar-kai elf, and valenar elf cultures friends
culture calls the aarakocra, abyssal, draconic, giant, gith, half-orc, infernal, kraul, leonin, loxodon, orc, orc of eberron, and riedran, and vedalken cultures hostile
culture calls the deep speech, marquesian culture foes
halfling*
halfling culture includes the lightfoot and stout halfling but not the ghostwise who consider them too noisy, halfling communities are first neutral (1-3) then lawful (4-5) and finally chaotic and second neutral (1-3) then good (4-5) and finally evil (6), halfling communities are often built close to riedran communities and are virtually indistinguishable from them except for the halfling tendency to build and live in burrows
halfling culture calls halfling and ghost halfling cultures friend
halfling culture calls the aarakocra, abyssal, auran, aquan, forest gnome, giant, gith, goblin, forest gnome, gith, goblin, ignan, infernal, kraul, leonin, loxodon, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, terran, undercommon, and vedalken, cultures hostile
culture calls the deep speech, giant, draconic, and marquesian culture foes
halfling, ghostwise*
ghostwise halfling culture only includes ghostwise halfling as they consider the others too noisy, ghostwise halfling communities are first neutral (1-3) then chaotic (4-5) and finally lawful and second neutral (1-3) then good (4-5) and finally evil (6), ghostwise communities are often built close to sylvan communities and are virtually indistinguishable from them except for the ghostwise halfling tendency to build and live in burrows
ghostwise halfling culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, halfling, half-elf, minotaur, sylvan, sea elf, shadar-kai elf, and valenar elf cultures friends
ghostwise halfling culture calls the aarakocra, abyssal, auran, aquan, draconic, giant, gith, half-orc, ignan, infernal, kraul, leonin, loxodon, orc, orc of eberron, primordial, riedran, and terran cultures hostile
ghostwise halfling culture calls the deep speech, and marquesian cultures foes
infernal*
infernal culture includes tiefling and anyone that speaks infernal and chooses to live there, infernal communities are ruled by tiefling if not actual devils, infernal communities are first neutral and second neutral (1-3) then evil (4-5) and rarely good
culture calls no one friends
culture calls the abyssal, auran, aquan, celestial, gith, ignan, infernal, terran, and primordial cultures hostile
culture calls the draconic, deep speech, and marquesian culture foes
ignan*
ignan culture includes those from the plane of fire as well as fire genasi, with each community having an alignment of the predominant race
ignan culture calls the auran, ignan, terran, and primordial cultures friends
ignan culture calls the abyssal, auran, celestial, gith, and infernal cultures hostile
ignan culture calls the draconic, deep speech, and marquesian culture foes
kraul*
kraul culture includes anyone that speaks kraul and wants to be a part, kraul culture started in the underdark and in that regard is much like the sylvan culture that started in the feywild despite not really resembling each other in any other way, kraul culture is unusually focused on the dead either to secure, protect, or contain them in a variety of different burial grounds they also call home or to send them on to their eternal rewards or punishments
culture calls the aereni elf, kraul, and shadar-kai elf cultures friends
culture calls the abyssal, celestial, and infernal cultures hostile
culture calls the deep, speech, draconic, quori, gith, marquesian culture foes
leonin*
leonin culture includes leonin, tabaxi, and shifters
leonin communities have two kings and an assembly of powerful males to guide the kings
female leonin own all of the real property so the males compete for multiple females to join their pride to increase their wealth and stature
all male leonin are required to serve the military with males serving on the front ranks and taking the highest casualties but females can also serve in the military
leonin use phalanx formations in heavy armor with shields counting on their roar to prevent mounted opposition from charging home with their lances
leonin make up one sixth of leonin culture and hold one third of all lands
the tabaxi run their own lands by an assembly of the most powerful one-percent
male tabaxi can own land but most of it is in female hands as the males fall much more often in battle
tabaxi are peltast to the leonin hoplite protecting the front and holding the flanks with quick advances and retreats and relying on sling, javelin, and spear, in medium or light armor with shields
tabaxi make up one-third of leonin culture and hold two-thirds of all lands
the shifters don't have representation in leonin communities but are treated as valued allies
shifters do not owe military service but when they do chose to serve it is generally as scouts
shifters keep the leonin communities running by doing the majority of actual work from farming to crafting and everything in between, if you buy something in a leonin community it was probably made and sold by a shifter
shifters make up one-half of leonin culture
any other race living in leonin culture is most likely an indentured servant
leonin communities are first lawful (1-3) then neutral (4-5) and finally chaotic (6), second they tend to be neutral (1-3) then good (4-5) and rarely evil (6), the tabaxi communities are first neutral (1-3) then lawful (4-5) and finally chaotic (6), second they tend to be neutral (1-3) then good (4-5) and rarely evil (6), and the shifters when left alone are are first chaotic (1-3) then neutral (4-5) and finally lawful (6), second they tend to be neutral (1-3) then good (4-5) and rarely evil (6)
culture calls the leonin and sylvan cultures friends
culture calls the gith, and riedran cultures hostile
culture calls the draconic, deep speech, giant, loxodon, and marquesian cultures foes
loxodon
loxodon culture is multiracial, but caste driven with the loxodon being all that there are in the top caste, the first casts is of loxodon (organized in to sub-casts by class also, but still always above all other races regardless of class) and earning platinum, the second caste is of barbarians, fighters, paladins, and rangers, in that order earning gold, the third class is of artificers, clerics, druids, and wizards in that order earning silver, the fourth class is of bards, monks, rogues, sorcerers, and warlocks in that order earning copper, loxodon armies rely heavily on long bowmen with long swords and huge armored beasts, some with fighting platforms on their backs, other mounted troops are mostly mercenaries
culture calls the loxodon
culture calls the gith and sylvan
culture calls the draconic, deep speech, giant, leonin, marquesian culture foes
marquesian*
marquesian culture is civilized culture and is varied as civilization, civilized cultures are not allowed to express their religious intolerance of other civilized creatures except to escort them out of their neighborhoods, but of course if they resist ....
marquesian culture calls the marquesian culture friends
marquesian culture calls no one hostile
marquesian culture calls the abyssal culture calls the aarakocra, abyssal, aereni elf, auran, aquan, celestial, dark elf, deep dwarf, deep gnome, deep speech, draconic, elf, forest gnome, giant, ghostwise halfling, gith, goblin, half-elf, half-orc, halfling, hill dwarf, ignan, infernal, kraul, leonin, loxodon, minotaur, mountain dwarf, orc, orc of eberron, primordial, quori, riedran, rock gnome, sylvan, sea elf, shadar-kai elf, terran, undercommon, valenar elf, and vedalken, cultures hostile (yes, literally everyone else) cultures foes
minotaur*
minotaur culture include only minotaur, minotaur culture when found away from sylvan or giant culture is first chaotic (1-3) then neutral (4-5) and finally lawful (6), second they tend to be neutral (1-3) then good (4-5) and finally evil (6), minotaur communities and structures tend to be very labyrinth like but still very primitive by civilization's standards, minotaur will often use stone structures built by others but rearranged by themselves
minotaur culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, half-elf, minotaur, sylvan, sea elf, shadar-kai elf, and valenar elf cultures friends
minotaur culture calls the aarakocra, abyssal, draconic, giant, gith, half-orc, infernal, kraul, leonin, loxodon, orc, orc of eberron, riedran, and vedalken cultures hostile
minotaur culture calls the deep speech, marquesian culture foes
orc
orc culture includes half-orc and orc, with either one just as likely to be in charge, orc culture is first chaotic, second neutral (1-3) then good (4-5) and finally evil (6)
besides religious intolerance the orc culture calls the draconic, deep speech, elf, mountain and hill dwarf, gith, goblin, marquesian, and sylvan cultures foes, orcs will attack orcs of eberron first over all other foes even breaking ranks and disobeying orders to do it unless the orcs of eberron are part of a force containing giants then they will join that force
culture calls the
culture calls the
culture calls the marquesian culture foes
orc of eberron
orc of eberron culture includes half-orc and orc, with either one just as likely to be in charge, orc of eberron culture is first lawful, second neutral (1-3) then good (4-5) and finally evil (6)
besides religious intolerance the orc of eberron culture calls the draconic, deep speech, elf, mountain and hill dwarf, gith, goblin, marquesian, and sylvan cultures foes, orc of eberron will attack orc first over all other foes but not breaking ranks and disobeying orders to do it unless the orc are part of a force containing giants then they might join that force
orc of eberron culture calls the orc of eberron, giant, and half-orc cultures friends
orc of eberron culture calls the
culture calls the draconic, deep speech, orc, and marquesian cultures foes
primordial*
primordial cultures are formed by elementals, genasi, triton and other speakers of primordial, primordial speakers consider themselves the royalty of all the other elemental cultures (aquan, auran, ignan, terran) an attitude not always shared by the other elemental cultures, primordial culture most often is just trying to prevent religious intolerance between the other elemental cultures
culture calls the auran, aquan, ignan, terran, and primordial cultures friends
culture calls the abyssal, celestial, gith, infernal cultures hostile
culture calls the draconic, deep speech, and marquesian culture foes
quori*
quori communities include the kalashtar, quori cultures are first mostly neutral (1-3), then lawful (4-5) and rarely chaotic (6) and second mostly neutral (1-3), then good (4-6), and rarely evil (6), quori communities are seldom large and always look more like huge monasteries than anything else, regardless of the community's and the quori creature's alignment the quori creature will always receive food and lodging when traveling from another quori community
quori culture calls the quori culture friends
quori culture calls the gith cultures hostile
quori culture calls the draconic, deep speech, and marquesian culture foes
riedran*
riedran culture includes aasimar, custom lineage, genasi, half-elf, half-orc, stout and lightfoot halfling, human, rock gnome, tiefling, and anyone that speaks riedran and wants to join, riedran culture resembles western medieval cultures with kings down to serfs of any race but mostly human, riedran cultures are first mostly neutral (1-3), then evil (3-4), and rarely good (1), and second mostly neutral (1-3), then lawful (4-5), and rarely chaotic (6)
culture calls no one friend
culture calls the aarakocra, abyssal, auran, aquan, forest gnome, ghostwise halfling, gith, goblin, forest gnome, ghostwise halfling, gith, goblin, ignan, kraul, leonin, loxodon, minotaur, rock gnome, and sylvan cultures hostile
culture calls the deep speech, draconic, and marquesian culture foes
sylvan*
sylvan cultures include creatures from the faywild, centaur, changeling, fairy, harengon, hexblood, hobgoblins, minotaur, owlin, satyr, shifter, as well as anyone that speaks sylvan and wants to join, making the sylvan culture one of the largest savage cultures in existence, sylvan culture started in the feywild and has a very nature orientated out look that has put some interesting restrictions on it, first and foremost sylvan cultures will not clear land or use a plow but will pick weeds and plant favored plants, greatly restricting their agricultural capabilities, and second sylvan cultures refuse to dwell in permanent structures with tents being the most common form of housing though burrows and other ecologically friendly structures that will deteriorate within a lifetime if unattended are also often used
culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, half-elf, minotaur, sylvan, sea elf, shadar-kai elf, and valenar elf cultures friends
culture calls the aarakocra, abyssal, draconic, giant, gith, half-orc, infernal, kraul, leonin, loxodon, orc, orc of eberron, and riedran, and vedalken cultures hostile
culture calls the deep speech, marquesian culture foes
terran*
terran culture includes earth elementals, those from the plane of earth, earth genasi, as well as those that speak terran and wishes to be a part of it, terran culture is first mostly chaotic (1-3) then neutral (4-5) and rarely lawful (6), and second mostly evil (1-3), then neutral (4-5), and rarely good (6)
terran culture calls the terran cultures friends
terran culture calls the abyssal, auran, draconic, and gith cultures hostile
auran culture calls the deep speech, and marquesian cultures foes
undercommon (underdark)*
undercommon culture includes the grey dwarf, deep gnome, dark elf, dark half-elf and anyone else that speaks undercommon and wishes to be a part of it, the undercommon community is tight nit and expressly paranoid of outsiders because the undercommon culture is the only culture expressly marked for destruction by the marquesian culture, no spell other than a wish can be used to enter the underdark, leave the underdark, or transport oneself from one place to another in the underdark, astral projection, teleport, plane shift, word of recall, and similar spells cast for these reasons simply fail, as do effects that banish a creature to another plane of existence, these restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well, magic that allows transit to the border ethereal,such as the etherealness spell, is the exception to this rule, a creature that enters the border ethereal from the underdark is pulled back to the underdark upon leaving the border ethereal, a horned ring allows an attuned wearer to ignore these restrictions, needless to say such rings can only be made in the underdark and recovering lost horned rings are the cause of crusades, the undercommon culture is first mostly lawful (1-3) then neutral (4-5) and rarely chaotic (6), second they tend to be good (1-3) then neutral (4-5) and rarely evil (6)
undercommon culture calls the dark elf, deep dwarf, deep gnome, and deep speech cultures friends
undercommon culture calls the abyssal, draconic, and gith, cultures hostile
undercommon culture calls the marquesian culture foe
vedalken*
vedalken culture includes the simic hybrid and the vedalken which are equal in vedalken society but of more importance than others that join because they speak vedalken, the vedalken culture prefers communities on the coast of a sea, lake, or other geographical water feature and often include or are exclusively made up of underwater structures built to home the air breathing simic hybrid and vedalken, vedalken cultures are first mostly lawful (1-3), then neutral (4-5) and rarely chaotic (6), and secondly mostly neutral (1-3), then good (4-5) and rarely evil (6)
vedalken culture calls the aquan and deep speech cultures friends
vedalken culture calls the abyssal, draconic, gith, ignan, and riedran cultures hostile
vedalken culture calls the marquesian culture foes
half-elf*
half-elf culture has any half-elf, elf, or human that wants to join, because half-elf communities were formed to give the half-elf a place exclusively their own, so only a half-elf can hold a position of authority, half-elf communities are first neutral (1-3) then chaotic (4-5) and finally lawful (6), second they are neutral (1-3) then good (4-5) and rarely evil (6)
half-elf culture calls the aereni elf, dark elf, elf, forest gnome, ghostwise halfling, goblin, minotaur, mountain dwarf, shadar-kai elf, sylvan, and valenar elf, cultures friends
half-elf culture calls the abyssal, loxodon, and gith cultures hostile
half-elf culture calls the deep speech, draconic, and marquesian culture foes
half-orc
half-orc communities can include any half-orc, orc, or human, unlike half-elf communities, in a half-orc community any of the three can hold a position of authority, half-orc communities are neutral, then they are neutral (1-3) then good (4-5) and rarely evil (6), a lot of scholars say the half-orc culture is just the third orc culture dedicated to neutrality
culture calls giant, orc, orc of eberron, and riedran cultures friends
culture calls the aarakocra, abyssal, auran, aquan, forest gnome, ghostwise halfling, gith, goblin, forest gnome, ghostwise halfling, gith, goblin, ignan, kraul, leonin, loxodon, minotaur, rock gnome, and sylvan cultures hostile
culture calls the deep speech, draconic, and marquesian culture foes