Customs range wildly from race to race, and even from town to town in some places. However, there are some broad generalizations worth making.


Laws around the world have a few commonalities regarding crime, though Laws in Creed and this page deal with the more unique and in-depth aspects of them. Klurikon, the Ashridge Mountians, the Faewoods, and the captured Rhyza Varus are obvious and often intense exceptions to these commonalities, as is Alabastra to some degree.

Acts commonly considered crimes are: theft, poaching (varying by land and custom), vandalism, harassment, assault, smuggling, treason, and murder. In most kingdoms, crimes must be brought before some sort of judge for a sentence to be passed. Witnesses and physical evidence are often required for this determination. Many kingdoms license individuals to travel from town to town in outlaying areas and deal with minor legal matters, or investigate into larger legal situations. Paladins, clerics and inquisitors are all commonly enlisted to this task.

When the situation is urgent and action is required immediately, often lethal action, it’s not uncommon for heroes to alert a nearby village leader to the situation and carry on with what they feel must be done. While killing another sentient being without a judge’s sentence is technically a crime, the law usually looks favorably upon actions taken appropriately in such situations (see Laws in Creed for more).


Not all villages are large enough to support a functioning inn, nor even a simple tavern. On average it takes a town with a minimum population of around 400 people to support a small tavern or restaurant and it takes a town with a minimum population of 2,000 to support an inn. When traveling in rural areas a party is not likely to find a convenient inn or tavern to get a meal.

However, in most small communities there is a place to get a meal and rest for the night. Rural towns folk and farmers often live in the same place all their life. Provided the party is friendly, staying in homes should be no problem. These people are usually quite willing to share their meal and provide a place to stay for the night in exchange for news from outside the community and stories of adventure. Of course any money the traveler might offer is also welcome but news or good stories is often enough. These meals will often be hearty and simple; of course the wealth of the family and community will dictate this.

Many races share a common ‘Truce of the Hearth’, wherein once two people eat under a shared roof, even two travelers just purchasing food in an inn, they may not pursue harm to one another until both have left. Many people, especially travelers, will uphold the honor of this tradition even at great risk to themselves. This Truce is often considered void if a person is a known or pursued criminal, or if they themselves should break it first. If someone should break this rule openly, they will often find others quick to restrain them or put them down, depending on the severity of the situation.

Last Names

Last names follow a few basic traditions, with some exception, among the races. Most races follow a basic tradition of using a family surname and taking it as their last name.

Catfolk have a unique naming structure based on their religion, the parents go into a mystical drug-induced trance after the child’s birth and give it the name of whichever of the sacred lands is revealed to them

Orphans often take the name of the lands around them in some fashion, varying in structure by race and tradition though ‘John Mountains’ and ‘Svyrn of the Southern Forests’ are two of the most common.

Those who have divorced themselves from their families, whether from argument or to keep them safe, usually take a surname relating to their abilities or station or may well replace their entire name. Those of heroic merit will sometimes go by their heroic title, whether devised or given, in addition or as a stand in for their given surname or occasionally entire name.

Heroic Titles

Heroic deeds rarely escape the eyes of the people of Creed, and merchants are often eager to tell the tales of the fiery barbarian or the mysterious rogue as they travel. Heroic titles are often given to these people, or are devised and spread by the heroes themselves, and may be as elaborate as “The Gilded Lily” or as simple as “Maze”. Some heroes who find themselves the apple of the public eye are pursued for membership in guilds, religions or even knightly orders. These heroes often register themselves and their names with The Keepers to prevent a case of mistaken or stolen identity due to their fame, or really for any situation in which they need to interact with the law.

Family Structure

Family structures are fairly consistent among the races. Parents and their children live in established dwellings, usually artificial structures, and the parents raise the children until they’re able to leave the home and take care of themselves. Even ogres follow this basic family unit, though ogre families tend to integrate considerably more homicidal traditions than others.


Skies of Glass Planeswalker Planeswalker