This is an old revision of the document!
Lynval Culture
Morals
Lynval are an inherently secretive people. Their civilization revolves around maintaining the hidden locations of their undercities. This, combined with their ruling council's mindlink style of ruling
Style
What's their aesthetic? What's the general impression left on the viewer? How do they go about doing this?
Fashion
Do they decorate themselves? What with?
Architecture & Aesthetics
How do they construct things? What do they construct them like?
Technology
What is the culture's main draw? What do they like using?
Tech Focus
What the society's main focus in technology is. It could be that they heavily invest in ballistic weaponry, argricultural growth in an underground plane, or magitek construction, and so on. Essentially, what they're interested in developing towards.
Magic
Does the society encourage magic use? How does it usually manifest? How does it affect their daily life? Are there common spellcasting traditions?
Psionics
Does the society use psionics? How does it usually manifest? How does it affect their daily life?
Agriculture
Do they farm? What do they farm? How do they farm?
Horticulture
Do they have any sort of gardening/landscaping habits? Terraforming?
Fauna
Do they keep animals? For food? For play? What kind?
Cooking
What are common cooking traditions? What is a likely flavour profile?
Religion
What is the commonly shared belief system through the species?
Core Tenets
The main focus of the religion.
Ceremony
Are there any sort of rituals the culture goes through to celebrate the advancement of one through life and religion?
Traditions
What are common traditions the culture holds? Is it annual, or based on some celestial alignment, or based on weather conditions, and so on.
Birth and Death
How do they celebrate birth? Do they mourn the dead? Etc.
Government
Structure
Seat of Power
Leadership
Law and Crime
Subgroups
This section is used for showing some of the varieties of subcultures, subfactions, or subgroups present within a culture that one might encounter, or
that the designers may desire for the setting.