Player's Handbook · Chapter 32

Cultures and Faiths

Peoples and gods give a realm its grain. This chapter gives you archetypes to build from: the book names no nations and no churches. Give each culture and faith your own name when it enters play, and write the name on the settlement's or realm's culture field.

Culture archetypes

Each settlement and each realm has one culture. A realm's culture is its ruling house's. Shared culture between two realms gives +1 on negotiations between them, and conquered settlements of another culture take +2 integration segments (Conquest and Integration).

ArchetypeLandStrengthFavored companiesWeakness
Highlandmountains and passes+1 Defense in its settlements; mines +10%pikemen, scoutsfarms −10%
Riverlandvalleys and floodplainsfarms +10%; trade routes on rivers cost no Authoritymen-at-arms, archers−1 Defense without Walls
Seafaringcoasts and islandsports +10% trade; galleys +1 Powercrossbowmen, galleys−1 local Stability when landlocked
Steppegrasslandscavalry upkeep −20%; armies march +5 mi/daylight horse, outriderstowns and larger −1 local Stability
Forestwoods and hillslumber camps +25%; +1 in ambusheslongbowmen, scoutsheavy horse cost +25%
Desertdry lands and oaseswater holdings (Aqueduct, Granary) −25% costlight horse, crossbowmengrowth halved without an Aqueduct
Urbanold cities and leaguesGuildhalls and Markets +10%; promotion costs −20%swordsmen, engineers+5 unrest in villages under Heavy taxes
Frontiermarches and borderlandsrecruitment costs −20%; veterans factions start +1spearmen, war-dogsLegitimacy gains −1

Mixing: a realm ruling several cultures has its ruler's culture as the main one. Every other culture holding 3+ settlements forms a cultural faction (loyalty 0) whose demand each season is a charter, a seat or a tax break.

Faith archetypes

Every faith is one of these shapes. Name it, choose its patrons (if you use them), and set its status in your realm.

ArchetypeOrganized asGivesAsks
Hierarchical churchparishes, bishops, a high seat+1 realm Stability per 2 Temples (max +3); Trials +1clergy demands every season; tithes
Old waysgroves, circles, eldersfarms +10% in its settlements; −5 unrest in villagesno levies two seasons running in its lands
Ancestor venerationhousehold shrines, clan hallssuccession contests −1 rival; family officers +1 loyaltya great rite at every funeral of a ruler
Mystery culthidden lodges, initiates+1 intrigue op slot; secrecy +2must stay secret: heresy thread if it reaches T3
Philosophy of lawacademies and courtsresearch +10%; just rulings +1 extra Legitimacyno favor gains from rites (no patrons answer it)

The sample pantheon (Faith and Oaths)

If your table wants patron powers that choose mortals, use or rename these eight. Each one is a nature, not a person.

PatronNatureEarns Favor forSigns (omens)
The Sunhope, law, revelationjust rulings, mercy, oaths keptwhite sunrises
The Stormchange, daring, freedom of the roadbold marches, broken siegesunseasonal storms, torn banners
The Seadepth, debt, the drownedvoyages, paid debts, honoring the deadrivers running backward, fish dying
The Harvestendurance, soil, plentyfeasts, full granaries, famine reliefdouble-kerneled grain
The Forgecraft, arms, laborgreat works, masterwork armshearths burning blue
The Gravehunger, secrets, endingshard bargains, secrets kept, funeralscrows in granaries, iron-tasting wells
The Wyrmold law, beasts, memoryhonoring ancient pacts, duels, dragonseagles or wings over the capital
The Unboundrebellion, change, the crownlessfreeing captives, defying unjust rulestrangers' faces in the crowds

The example files (the Sacred Flame faith, the example dynasty, omens and lore) use this pantheon.

Manual updated Nov 8, 2026.