There are numerous places for your character to have been born, each with its own cultural biases toward other nations; in fact, most cultures have societal restrictions based on one’s bloodline. Read a bit about each culture below - if you like what you see download the rulebook and read the rest!
Civilized Vs. Wild
One major distinction among the various nations of Adelrune consists of the “civilized” nations on the one hand and the “savage” nations on the other. Civilized nations subscribe to the Rules of Society, an internationally-binding agreement that ensures that proper respect is paid to leaders of all nations by establishing a caste-like system of peasants, nobles, and royalty. The ratification of the Rules of Society created a base expectation for society that allows the military, religious, and political leaders of various nations—even ones as different from one another as Mandala, the Nadine Empire, Ad Decimum, or Cestrel—to treat with each other without causing undue offense. On the other hand, the “savage nations”--or “Wild Nations”-- reject such structures, choosing instead to maintain their own traditional ways of life. The Saek, the Drir, the Gael, the Vicaul, and the Coatl are generally recognized as savage nations, and the majority of them tend to have an antagonistic relationship with the more structured nations around them. Finally, too, there are the Trahazi, a nomadic people of wagon caravans, who were forced from their homeland during the Purification, and now wander through the back streets of the “civilized” nations.
in the aftermath of the Crusades, the people then known as the “Malificar”—Necromancers, Summoners, Blood Mages, etc.—were hunted to the fringes of the known world. Although most of them were wiped from the face of Adelrune, some were able to flee for their lives by abandoning their lands in the face of what would later come to be known as “The Purges.” The Malificar who survived took refuge among the swampy island chains off the western coast of the Expanse.
The Saek are considered to be the most passionate lovers and warriors on Adelrune, for they treat each day as though it may be their last. Considering the location of their home, this sentiment is actually very wise: they are a nomadic people who wander the desolate wastes between the demon fortresses of Breach. All Saek are either descended from former slaves, or they were once slaves themselves and have recently been adopted into a caravan.
The Amalgamation is built on the ruins of other cultures: that nation’s policy of conquering and relocating people has eradicated many different ways of life—but the cultural memory of the Trahazi lives on. Taken from the lands they once occupied and stripped of the gods they once worshiped, the Trahazi have managed to preserve what is left of their traditions by taking up the mantle of traveling mummers, musicians, picadors, and harlequins.
Clad in thick furs and leathers, wielding great war mauls and long wooden spears, the Gael will never yield nor bend, for they are the last guardians of the forest. Followers of the ancient beliefs, they see the woods and groves that make up their territory as sacred, and they will fiercely defend their home.
The Vicaul are a hearty warrior people who live to the far northeast of Adelrune, along the southern shores and valleys of the wild lands of Eur. They survive primarily through fishing and raiding the coastal lands of the eastern Expanse. Indeed, since they have no means of mining ore, most of their metal weapons and armor are gained through raiding. Clad in furs from the mightiest of beasts and the bloodstained armor of slain enemies, the Vicaul know no fear.
Early and now-distant cousins of the Gael and the Vicaul, the Coatl were the first humans on Adelrune to tame and ride horses, which allowed them to send their Hordes across the vast plains of the Expanse. Even though the Coatl are said to be descended from unholy unions with the darkest of gods, in the present day they are a shadow of what they once were, a people in decline.