Character
Cultures
In Against the Darkmaster, Culture represents a character's upbringing and the influence their environment had on their life. Culture is chosen during character creation, right after selecting a Kin.
Each Culture grants a fixed number of ranks in a series of Skills, determines the equipment characters start with, sets their starting Wealth Level contribution, and in some cases grants ranks in Spell Lores. Cultural skill ranks are gained immediately upon selection and do not count toward the maximum number of developable ranks.
Some Cultures grant ranks in Spell Lores. These ranks may be freely distributed among the Spell Lores listed in that Culture's description.
Each Culture description includes roleplay guidance on beliefs, values, and suggestions for Passions. These are guidelines to help bring characters to life, not prescriptive rules — players are free to create atypical members of their Culture.
Cultural Skill Ranks
The table below shows the skill ranks granted by each Culture. A dash indicates no ranks in that skill.
| Skill | Arc. | City | Deep | Dsr. | Fey | Hill | Noble | Past. | Plains | Sea. | Weald | Woad | Mar. |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Armor | 1 | 1 | 3 | 1 | — | 1 | 2 | — | 1 | 1 | 1 | — | 3 |
| Blunt | — | — | 4 | — | — | — | — | — | — | — | 1 | — | 2 |
| Blades | — | 1 | 1 | 1 | 1 | — | 3 | — | 1 | 2 | — | — | 3 |
| Ranged | 2 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
| Polearms | 1 | 1 | — | 1 | — | 2 | 1 | — | 2 | — | 1 | 1 | 1 |
| Brawl | 1 | 1 | 1 | — | — | 2 | — | 1 | — | 1 | 1 | 1 | 2 |
| Athletics | 2 | 1 | 2 | 2 | 1 | 2 | 1 | 2 | 2 | 2 | 2 | 2 | 1 |
| Ride | — | — | — | 2 | — | — | 1 | 1 | 5 | — | — | — | 1 |
| Hunting | 3 | — | — | — | — | 1 | 1 | — | 1 | — | 3 | 2 | 1 |
| Nature | 3 | — | — | 1 | 2 | 1 | — | 3 | 1 | 1 | 2 | 4 | — |
| Wandering | 2 | — | — | 2 | — | 1 | — | 1 | — | 3 | 2 | 1 | — |
| Acrobatics | 1 | 1 | — | 1 | 1 | 2 | — | 1 | 1 | 1 | — | 2 | 1 |
| Stealth | 1 | 1 | — | — | 2 | 2 | — | 2 | — | — | 2 | 2 | — |
| Locks & Traps | — | 1 | 2 | — | — | — | — | — | — | — | — | — | — |
| Perception | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Deceive | — | 2 | — | 2 | 1 | — | 1 | 1 | — | — | — | — | — |
| Arcana | — | — | — | — | 3 | — | — | — | — | — | — | — | — |
| Charisma | — | 2 | — | 2 | 1 | 1 | 3 | 1 | 1 | 1 | — | — | — |
| Cultures | — | 4 | 1 | 2 | 1 | — | 2 | 1 | 1 | 3 | 2 | — | — |
| Healer | — | 1 | — | — | 1 | — | 1 | 2 | — | — | — | 1 | — |
| Songs & Tales | 1 | 2 | 1 | 1 | 2 | 3 | 1 | 2 | 1 | 3 | — | 1 | — |
| Body | 2 | — | 3 | 1 | — | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 3 |
| Spell Lores | — | — | — | — | 2 | — | 1 | — | — | — | — | — | — |
| Wealth Level | +0 | +1 | +1 | +1 | +2 | +0 | +2 | +1 | +1 | +1 | +1 | +0 | +0 |
Arctic
The unforgiving wastes of the frozen North are inhabited by people from the Arctic Culture. Herders, hunters, and fishermen living in small communities scattered across the tundra and icy coastlines, the Arctic people are a hardy folk whose surviving skills often surpass even those of the Weald and Desert Cultures. Most of them live nomadic lives, following the migrations of animals and the seasonal changes in the coastal ice level.
They tend to be shy and introverted by some standards, but also generous and prone to selflessness. They're not easy to anger, but can be fierce and fearless warriors if provoked. Above all things, they hate the Darkmaster and His legions most, having suffered much by His hand in the past. They firmly believe in reincarnation, and say that a person can have more than one soul. They craft and carry special masks, which represent the soul one is born with and are believed to ward off evil spirits.
Characters from the Arctic Culture do not often leave their country, and their Motivation for doing so often involves dark omens or the threat of an ancient evil stirring under the ice. They're slow to form Allegiance with strangers, but once their trust is won, they are invaluable companions.
| ARM | RNG | POL | BRL | ATH | HNT | NAT | WND | ACR | STL | PER | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 1 | 1 | 2 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 2 | +0 |
Outfitting: Choose one of each:
- Heavy furs; leather armor; suede tunic and pelt cloak.
- Harpoon; ice axe; short bow and arrows; net and dagger.
- Elegant mask; driftwood mask; mysterious mask.
- Fishing tools and smoked fish; crampons, rope, and snow goggles.
City
Urban environments — from high-walled, bustling metropolises to smaller and quieter border towns — are the origin of the City Culture. Characters from the City often like to think they're more civilized and refined than those living outside of it. They tend to be friendly and relatively open-minded, as they're accustomed to dealing with strangers and exposed to different worldviews and ideas.
They have at least some basic combat abilities, either from serving in the local militia or from having to deal with life on the streets. In any case, brute force isn't often the best solution in the City, so characters from this Culture usually prefer to defuse situations with carefully placed words, or avoid confrontation altogether.
The life of members of this Culture revolves around their City, so they'll often need a powerful Motivation to leave it. Maybe they were wrongly accused and forced to flee on a quest to clear their names, or they've uncovered evil machinations of the Darkmaster threatening the safety of their hometown.
| ARM | BLD | RNG | POL | BRL | ATH | L&T | PER | DCV | CHR | CLT | HLR | S&T | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 4 | 1 | 2 | +1 |
Outfitting: Choose one of each:
- Plain clothing; leather jerkin; chain shirt.
- Longsword; battle axe; bow and arrows; short sword.
- Bandages and healing salve; lockpick; lantern and oil.
Deep
Characters from the Deep Culture build their homes underground. They could live in small mining communities, in extensive intricate warrens sprawling beneath the earth's surface, or in great halls and fortresses carved into the side of hills or mountains. In any case, they tend to have few contacts with people outside their community, sometimes spending their entire lives without ever seeing the light of the Sun.
They're practical, hard-working people, often strangely fascinated by gems, precious ores, and stone-cutting. They tend to dislike vast open spaces like plains and grasslands, and to be unnerved by boats and the concept of sailing. Deep Cultures are often quite conservative and somewhat territorial or militaristic in nature. Concepts such as honor and kinship are usually kept in high regard.
Players wishing to underline their character's Culture could write a Motivation about protecting their home or clan from the forces of the Darkmaster. Alternatively, they could link their Nature to a code of honor, or to their character's lust for gold and precious stones.
| ARM | BLT | BLD | RNG | BRL | ATH | L&T | PER | CLT | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 1 | 1 | 1 | 2 | 2 | 2 | 1 | 1 | 3 | +1 |
Outfitting: Choose one of each:
- Bright colored, practical clothing; heavy cloak and chain shirt; woolen tunic and leather jerkin.
- War mattock or battle axe; sword & shield; short sword or dagger.
- Mining helm, tinderbox & rope; light crossbow with bolts; flask of ale and preserved rations.
Desert
The Great Desert is a hard and inhospitable place, yet characters from this Culture have learned not only to survive, but to thrive in this barren land. Desert communities are mostly nomadic, traveling from one oasis to another to replenish their water supplies and trade goods. Skilled merchants, they often find themselves competing with the Seafaring Culture, with which they have a sort of amicable rivalry. The horses they breed are second only to those of the Horse Lords of the Plains.
Members of this Culture are taught how to defend themselves and survive in the outdoors from a very young age. They are known for their fiery and passionate temperament, as well as for the great importance they give to oaths and promises, be it for good or ill. As the old saying goes, "the Desert never forgets, and never forgives." Their society is built on a very strict social order, necessary to ensure the well-being of the caravans in the hostile environment they call home. Disobedience to the orders of one's elders is harshly punished, and can result in a death sentence or exile.
A Desert character's Motivation could come from a dreadful event that hit their caravan, forcing them to seek a solution abroad. Or maybe their passionate Nature brought them to commit a dishonorable act, for which they must atone.
| ARM | BLD | RNG | POL | ATH | RDE | WND | ACR | PER | DCV | CHR | CLT | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 2 | 2 | 2 | 1 | 1 | 2 | 2 | 2 | 1 | 1 | +1 |
Outfitting: Choose one of each:
- Colorful kaftan over embroidered silk blouse and pants; lamellar armor; cotton tunic and leather jerkin.
- Composite bow, arrows, and dagger; battleaxe or scimitar and sling; short spear and target shield.
- Preserved rations and waterskin; horse or camel; tent and bedroll.
Fey
Members of the Fey Culture are the descendants of those who used their magical arts to shield their communities from the perils of the mortal world. They live deep in the forest, in strange villages hidden on the tops of ancient trees, or in the weird moonlit halls of enchanted castles on islands that seem to appear only when certain conditions are met. They live peaceful, dream-like lives in what seems an unending succession of feasts, parties, and celebrations.
Since they are raised in almost complete isolation, Fey characters, while often cultured, can show surprise for the most ridiculously mundane things — completely ignorant about the concept of money and wealth, leaving an astonished innkeeper with a handful of gems in exchange for a good meal. A Fey character can take great offense on seemingly minor matters, and laugh about things that others would find deeply insulting. Characters from this Culture are also known for their strange Allegiances — some bound by the fetters of an impossible love, others sworn to great otherworldly lords and queens who pursue unfathomable goals.
Players can be inspired by this Culture to write the Motivation that made their character take interest in the events of the outside world. Was the character exiled for some petty reason? Or did they realize their people could not live in perpetual isolation?
| BLD | RNG | ATH | NAT | ACR | STL | PER | DCV | ARC | CHR | CLT | HLR | S&T | SL | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 1 | 2 | 1 | 2 | 1 | 1 | 3 | 1 | 1 | 1 | 2 | 2 | +2 |
Outfitting: Choose one of each:
- Silver or gold embroidered silk clothes; short tunic and flowing cape.
- Longsword and short spear; short sword, longbow, and arrows; leaf-shaped dagger.
- Reviving cordial; lute, lyre, or flute; healer's kit.
Spell Lores: 2 ranks to distribute freely among the following: Detections, Movements of Nature, Sounds & Light, Lore of Nature, and Kin Spell Lores.
Hill
Characters from the Hill Culture claim highlands and rugged hilly areas as home. Most of them are herders or farmers, living in large homesteads, villages, or small fortified clan houses. They tend to be rough, unsophisticated people — wary of strangers, but lovers of song and dance, with a penchant for theatrical gestures. Skalds and minstrels are sacred among the Hill people, who regard them as keepers of their traditions and messengers from the Spirits.
Family is usually the most important thing to a person of the Hill. They take offense easily, and feuds among clans and families are relatively frequent, though these rarely last long and are usually solved through donations or political marriage. They like to dye their hair and wear furs and bright clothing. Men and women alike often display simple jewelry, like bronze torques and earrings, to show their status.
Their communities' isolation and reverence for oral traditions has made it easy for the Darkmaster to spread malicious rumors and superstitions among them. More than one clan has unknowingly fallen under His influence this way, swayed by the poisonous words of His agents.
| ARM | RNG | POL | BRL | ATH | HNT | NAT | WND | ACR | STL | PER | CHR | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 2 | 2 | 2 | 1 | 1 | 1 | 2 | 2 | 1 | 1 | 3 | 1 | +0 |
Outfitting: Choose one of each:
- Belted plaid; hide tunic and woolen skirt; leather jerkin.
- Short spear and painted shield; two-handed sword; quarterstaff.
- Harp or bagpipes; rope and iron pitons; a pouch of dried healing mushrooms.
Noble
Noble characters come from a privileged class or caste that elevates them above the common people, at least in terms of influence and power. Hailing from the landed gentry, forgotten imperial bloodlines, or families of parvenus, they're well trained and educated, as well as better equipped and generally richer than most other characters.
Whatever their origins may be, Nobles tend to give a certain importance to ancestry and bloodline, to which they link one's valor, honor, and ultimately worthiness. Some may flaunt their title, pretending due respect be shown for their family's name. Others may hide or even reject it — either because they're fleeing from the agents of the Darkmaster, or because of some shameful act performed by their ancestors.
The past of the character's family could inspire a Motivation about restoring their honor or recovering legendary heirlooms from the clutches of the Darkmaster. Their noble Nature could manifest as a haughty attitude, or as an inclination to defend the less fortunate.
| ARM | BLD | RNG | POL | ATH | RDE | HNT | PER | DCV | CHR | CLT | HLR | S&T | BDY | SL | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 2 | 1 | 1 | 1 | 1 | +2 |
Outfitting: Choose one of each:
- Elaborate clothing; enameled breastplate; dark-green clothes and travel-stained cloak.
- Two-handed sword; composite bow, quiver, and arrows; morning star or mace and shield; dagger.
- Scroll, ink, and quill; a horse; engraved warhorn.
Spell Lores: 1 rank to assign to one of the following: Detections, Healing, Cleansing, Chanting, or a Kin Spell Lore.
Pastoral
Characters belonging to the Pastoral Culture come from rural communities, farmsteads, or small villages. They're peaceful, simple people who like to enjoy life's small pleasures — a nice warm meal, a pint of ale with friends, or sitting in their gardens smoking their pipes on a sunny holiday.
They're generally kind and hospitable, as long as their guests do not interrupt their daily routine. Quite conservative and deeply tied to their roots and customs, they tend to be suspicious of novelties and, more than any other thing, they dislike adventures. Or that's what they say. Many of them are actually quite curious and, while they may never admit to it, are particularly fond of tales of great heroes and legendary journeys. Characters from this Culture are usually uncomfortable around violence and rarely take up arms, save as a last resort to defend their homes from a direct threat.
Pastoral characters will often have their Motivation thrown upon them despite their best efforts to avoid adventure. They could find themselves in possession of a mysterious item drawing the attention of the Darkmaster's minions, or be almost forcibly recruited by a wandering wizard for a seemingly impossible task.
| RNG | ATH | RDE | NAT | WND | ACR | STL | PER | DCV | CHR | CLT | HLR | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 1 | 3 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 2 | 2 | 1 | +1 |
Outfitting: Choose one of each:
- Colorful clothes; coat and waistcoat; traveling clothes.
- Ancient dagger; shepherd's sling; walking stick.
- Hat and pocket-handkerchief; pipe, tobacco, and a bagful of food; a pony.
Plains
People from the Plains are accustomed to open spaces like the vast, wide outlands of the eastern steppes or grassland prairies. They gather into small fortified towns atop low hills or live in farmsteads. They are born to saddle, since they have to ride the plains far and wide. They breed the most pure and proud ilk of horses — magnificent beasts capable of galloping fast as the strong wind that blows through the Plains. They are often referred to as the Horse Lords for this reason.
People from the Plains divide themselves into clans and families, often rivaling each other, but are quick to answer when their thegns call and unite under the standard of their King. They are a proud Culture, rooted in ancient traditions and folklore, and respect two things above any others: prowess in combat and skill in the saddle. Men and women alike are accustomed to taking arms in times of need to defend their homestead, family, and clan.
One of the most common Motivations that drives Plains people to adventure is the need to provide for or defend their families and clan; other times, it is their Allegiance to their thegn or the King that pulls them into battle.
| ARM | BLD | RNG | POL | ATH | RDE | HNT | NAT | ACR | PER | CHR | CLT | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 2 | 2 | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | +1 |
Outfitting: Choose one of each:
- Chain mail; reinforced leather armor; woolen tunic and leather trousers.
- Arming sword and long spear; scimitar, short bow and arrows; dagger.
- Metal helmet and shield; a horse; a bundle of javelins.
Seafaring
True children of the waves, members of the Seafaring Culture spend most of their lives sailing the seas. Some come from small island kingdoms, others from great trading cities of the coast, but the true home of every Seafaring character is found on their ship. While they frequently stop in port towns and harbors to rest or conduct their business, it's rare for them to stay in the same place for more than a few weeks. They say solid ground makes them feel uneasy, and that they would prefer to brave the fiercest storm rather than give up their sailing life.
Bold and adventurous, a Seafaring character's mood can be as changeable as the sea they love. Most gain their living as merchants or fishermen, but some turn to a disreputable life of smuggling or piracy. They're a fairly superstitious people — tending to dislike wizards and sorcery in general, but often consulting Animists before undertaking new ventures. Quick to pick up new languages and always hungry for news and tales, they tend to speak in a weird accent, mixing together words and idioms from all the places they've traveled.
Maybe they're after some fabulous treasure, or need to win their ship back after losing it in a game of chance. Their changeable and superstitious Nature makes sure things always stay interesting around them.
| ARM | BLD | RNG | BRL | ATH | NAT | WND | ACR | PER | CHR | CLT | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 1 | 1 | 2 | 1 | 3 | 1 | 1 | 1 | 3 | 3 | 1 | +1 |
Outfitting: Choose one of each:
- Dashing clothes; lamellar armor; salt-stained clothing.
- Falchion; light crossbow with bolts; whip and dagger.
- Rope and grappling hook; a flask of ale or liquor; map and seafaring sunstone.
Weald
Weald characters are raised to live a harsh life on the borderlands and into the wilderness. They represent those who sought freedom and adventure away from the intrigues of the Kingdom's bigger cities, preferring to earn their living on the outskirts of civilization by cultivating the harsh land, hunting, foraging, and occasionally trading goods. They live in isolated small settlements on the verge of the Wild, constantly threatened by hunger, scarcity, disease, predatory animals, and the Dark Legions of the Darkmaster.
They give value above all to self-independence and survivalism skills, but also to honesty, traditions, and freedom. They developed unparalleled skills in hunting, trapping, foraging, and crafting whatever goods and shelter they may need. They are often deemed as rude and reluctant by members of other cultures, but only because they are straightforward and direct. Their rustic hospitality is well known by wanderers. They tend to carry tools that can double as a sidearm and a ranged weapon like a javelin or bow.
Characters from this Culture could write a Motivation about seeking fortune or traveling to visit far, fabled lands. Perhaps their survivalist Nature pushes them forward into adventure, or maybe they've sworn Allegiance to a group they've promised to guide safely across the Wild.
| ARM | BLT | RNG | POL | BRL | ATH | HNT | NAT | WND | STL | PER | CLT | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1 | 2 | 3 | 2 | 2 | 2 | 1 | 2 | 2 | +1 |
Outfitting: Choose one of each:
- Simple clothing; hunting garbs; leather armor.
- Handaxe and shield; short sword and javelin; hunting bow and arrows.
- Wineskin and twice-baked cakes; fire-starting kit; hunting knife and a bundle of pelts.
Woad
Woad characters are often seen as primitive or barbaric by characters from other Cultures. They live deep in the wilderness, usually as part of small nomadic or semi-nomadic tribes or clans guided by Animists and shamans. They have a deep respect for the natural environment and its inhabitants, relying almost exclusively on what they're able to hunt and forage for survival. Characters from the Woad Culture wear elaborate tattoos and ritual scars all over their bodies, from which their Culture takes its name.
While these tattoos seem strange or even unsettling to members of different Cultures, they carry great significance to those who wear them. A Woad character could tell not only which tribe another member hails from, but often also their name, social standing, and major life events, just by looking at their tattoos. For this reason, Woad characters can be suspicious of "unpainted" individuals, who can be seen as purposely hiding their past and motives.
Once in their life, usually at their coming of age, characters from the Woad Culture undergo a special ceremony during which they're given a portent about their future or destiny. Players could write a Motivation about the fate given during this ceremony, or write about their Allegiance to the natural spirits that protect their land and clan.
| RNG | POL | BRL | ATH | HNT | NAT | WND | ACR | STL | PER | HLR | S&T | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 2 | 2 | 4 | 1 | 2 | 2 | 1 | 1 | 1 | 2 | +0 |
Outfitting: Choose one of each:
- Swirling tattoos; ritual scars; stripe tattoos; scary tattoos.
- Furs; simple tunic; loincloth.
- Short spear; bow and arrows; quarterstaff.
- Bundle of healing herbs; hunting trap; bone ornaments.
Marauding
The Marauding Culture is presented here mainly as a tool for the GM to build important NPCs and villains serving the Darkmaster. It shouldn't typically be used for player characters, as characters belonging to this Culture will probably be difficult to fit into a standard group of heroes fighting the Darkmaster. However, if the group agrees, an exception can be made.
The Marauding Culture is composed of tribes and bands of warriors that survive mainly by raiding and pillaging. They value independence and strength above all, and are not afraid to resort to violence to impose their will or take what they want. Failing to defend oneself from aggression is seen as an unforgivable weakness, met with derision and scorn. Their communities are built around blood-ties and respect, gained through intimidation and displays of bravery and military prowess. Succession within a tribe is often a bloody affair, as new leaders often make sure their claim stays unchallenged by murdering potential rivals.
Marauding characters certainly need a very strong Motivation to join a group of heroes. Maybe they realized that the Darkmaster is deceiving and exploiting their people and want to free them from His yoke. Or they could be guided by their proud and independent Nature, fighting against the Darkness to prove themselves as the greatest warriors.
| ARM | BLT | BLD | RNG | POL | BRL | ATH | RDE | HNT | ACR | PER | BDY | WL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 2 | 3 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 3 | +0 |
Outfitting: Choose one of each:
- Leather armor; loincloth; chain mail.
- Scimitar; heavy mace; great axe; short bow and arrows.
- Gruesome trophies; healing poultice; half-eaten mutton.