The “Culture” advantage represents the combined attitudes, behaviors, beliefs, superstitions, assumptions, and general worldview of whatever group(s) into which a character has integrated themselves. All characters select a Culture at first level. This culture cannot be changed or lost, though with time and immersion, a character may gain a second (or even a third or fourth) Culture.
Background Feats Edit
At first level, a character may select one extra starting feat from their Culture's list of Background Feats. Most of these feats can also be taken later in one’s adventuring career, though some are available only at first level. Some Background Feats are specific to their Culture, while others are merely especially common among members of that culture.
Background Skill Edit
At first level, a character selects one skill from their culture’s list of Background Skills. The character counts it as one of their class-skills from then on.
Native Language Edit
Each culture has a language associated with it (though this language is not always unique to that culture). All characters begin play speaking their Native Language at the “Native-Speaker” level of proficiency.
Bonus Languages Edit
A character may select their starting languages from a list of bonus languages associated with their Culture. They begin play speaking whatever Bonus Languages for which they qualify at the "Intermediate" level of proficiency, and they may invest ranks in their Linguistics skill to improve their proficiency in these languages, at a rate of one rank per proficiency level.
Gaining Additional Cultures Edit
In order to gain an additional Culture, a character must live with members of that culture, in complete immersion, for an amount of time equal to ¼ of their current total lifespan, or whatever substantial amount of time the DM considers sufficient to completely integrate. These years do not need to be consecutive, though breaks between immersion sessions will make the process take even longer than it already does.
Taboos (optional rule) Edit
Each culture has some actions which it considers wrong, improper, or wicked (in addition to near-universal taboos like cannibalism and inbreeding). Taking any of these taboo actions requires a Will save (DC 20), unless the character gains a Culture which does not consider that action taboo. Even if they make their save, other members of their culture may treat them with fear, horror, disgust, violence, exile, and shunning.
Characters with the Born of Two Peoples feat may begin play with two Cultures instead of one. Those with the "Born of Two Peoples" feat may select their Background Feats, Background Skills, Native Language(s) and Bonus Language(s) from those available to either of their parents’ Cultures.