Nine cultures
You pick a culture at birth. It sets home climate, starting settlements, creature flavor, and which shops stock local wares. Species lists live on the species page.
The Kingdoms
Green plains and river valleys. Human feudal society: peasants, knights, priests. Crest: crown. Creatures: peasants, pikemen, archers, cavalry, griffins, angels. Grain is abundant here.
The Sylvan Realms
Ancient forests. Elven society. Crest: leaf. Creatures: sprites, wood elves, centaurs, pegasi, unicorns, green dragons. Timber and medicine thrive; ore is scarce.
The Arcane Cities
High mountains. Wizard society. Crest: star. Creatures: gremlins, golems, magi, genies, nagas, titans. Aether is the crop: crystal, golem cores, bottled weather.
The Infernal Lands
Volcanic badlands. Demonic society. Crest: flame. Creatures: imps, gogs, hell hounds, demons, pit fiends, devils. Heat and ore; almost no grain.
The Deadlands
Swamps and graveyards. Undead society. Crest: skull. Creatures: skeletons, zombies, ghouls, vampires, liches, bone dragons. Medicine and necrotic crafts. The living who settle here learn to be useful.
The Underworld
Vast caves (not frost). Dark subterranean society. Crest: eye. Creatures: troglodytes, harpies, medusae, minotaurs, manticores. Ore, gems, secrets sold by weight.
The Warlord Lands
Steppes and crags. Orcish tribal society. Crest: axe. Creatures: goblins, wolf riders, orcs, ogres, cyclopes, behemoths. Strength is the language; goblins keep the books.
The Marsh Kingdoms
Wetlands and deltas. Beastfolk and reptilian society. Crest: wave. Creatures: gnolls, lizardmen, basilisks, wyverns, hydras. Salt, fish, pearls, and venom.
The Elemental Lands
Strange magical terrain. Elemental society. Crest: spiral. Creatures: wisps, elementals of air, water, earth and fire, tempests. Storm shards and bottled wind.
Crossroads Freehold sits at map 50,50 as neutral ground of every banner, listed with the Kingdoms culture in the atlas but belonging to all.