Southern Tangle Cultures

The Sea of Silt is a large sea of extremely fine dust, swirling in dense clouds that can tear the flesh from your very bones.

The Sea of Silt is filled with islands and landmasses that were the mountain tops of the Gordian Union.

At the southern edge, on the border of the Aberrant Wastes, exists a jungle of aberrant plants and a swampy series of muddy islands.

These lands, the Mudflat Archipelago and The Front, are inhabited by a culture that places importance on education, isolation, stoicism, environmental preservation, and traditions.  

Common occupations for people of this culture are educators, caretakers, messengers, scouts, rangers, storytellers, gardeners, and herbalists to name a few.  

The cuisine of this culture is specific to the flora and fauna of the associated region, but most of their food consists of seeds and nuts along with soups and fermented goods.  

The political system implemented by this culture is oriented around judgment decreed by a council of elders specific to each Settlement/Stronghold.

When creating someone from this culture, your character has the following traits.

Language : Oerbrin, Imperial

  • Proficiences : Two Skills of your choice, 1 set of Tools, Long Bow, Pike, Net, Shield

Features

  • The people of this culture value knowledge. Many people of this culture spend time gardening or practising tradition. +1 Int and if you have Proficiency in History or Nature you can instead have Expertise in one of those Skills.

  • While not everyone in this culture finds themselves to be rangers or scouts, traditionally everyone is an experienced traveller, used to walking long distances. You can ignore the first point of Exhaustion you receive in a day.

Origin Setup

  Choose one of the following Regions  

  • The Front

  • The Mudflat Archipelago

When you select your Region there might be a Territory within said Region to select alternative features from. Additionally, some Territories include a City, which simply increases the list of features you can choose from. After you have decided on your character's origin, select two features from the combination of Region, Territory, and City where applicable.

The Front(Regon)

Features

  • The Front is the closest region to the Aberrant Wastes, the people here are constantly beset by Aberrations. You gain resistance to Psychic Damage

  • The Front is being consumed by the alien flora of the Aberrant Wastes which flourishes in these fertile lands. Navigating these alien jungles has become routine for inhabitants of this region. If you have Proficiency in Survival it becomes Expertise.

  • You can replace one of the features associated with The Front with the one in this section.

    The Mohoa Otoa Fortress, The City of Doom, is constantly at war and the citizens are all soldiers in the City's massive army. You gain Advantage on Saving Throws to Resist being Frightened.

The Mudflat Archipelago(Region)

  • While the Sea of Silt is a dry barren dustbowl, the Archipelago is full of wetlands. You gain a Swim Speed equal to your walking speed.

  • Diving into the murky watery pits of the Mudflats is common practice, and the best way to survive. The number of minutes you can hold your breath is doubled.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from N'Gahere's Navel

    The exterior of the Navel is a barren rock, but the inside is like a large humid cave where light from above shines through holes in the cavern's ceiling. It is consistently dark in N'Gahare's Navel. You gain Darkvision 60ft.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from the Paruru Wilds.

    Giant petrified tree stumps and roots entangle the Wilds, so the landscape is anything but flat, making permanent settlements difficult. If you have Proficiency in Survival it becomes Expertise.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from the Tumanako Garden

    The Tumanako Garden is a lush swampland filled with large beasts lurking in the dense foliage and murky waters. If you have proficiency in Perception it becomes Expertise.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from the Mamao Tundra

    In the Tundra the elevation is rather high and you are used to the cold temperatures. You have resistance to Cold Damage.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from the island of Hawhe-Raihe.

    Hawhe-Raihe is littered with shrines to any and every faith in this age. If you have Proficiency in Religion it becomes Expertise.

  • You can replace one of the features from the Mudflat Archipelago with the feature below if you are from the Kamupene Keep. Additionally, since the Kamupene Keep is located on the island of Hawhe-Raihe you can also replace one feature from the Mudflat Archipelago with the Hawhe-Raihe Origin Feature.

    Kamupene Keep, the City of Moons, is ruled over by Ariki the Undying Light. This is a city of celestial origin, your form is consistently exposed to magical light. You gain resistance to Radiant Damage.

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