Each nation, kingdom, country, or locale with a large homogenous population to represent it can have a cultural experience with associated Aspect Adjustments to represent it. Cultural norms defined through the experiences are broad brush strokes. Individual locales will either have documented differences or GMs and players can agree on the differences themselves and document it however they see fit (optionally inheriting some or all aspects of a base experience). Cultural/Regional norms may have restrictions on other experiences (upbringings, backgrounds, pathways, etc.).
Impact > Positive (Cost: X CP as Trait) + 1 Milieu Measure
Upbringings are not a developed Pathway or Calling. A Basic Cultural/Regional Experience is tied to a specific setting, locale and/or culture and a potentially core part of the Character Concept.
This is a form of Cultural Experience. It is balanced for game mechanics – it takes away as much as it gives.
Cultural Commitment: The mental processes, biases, and desires prevents characters from pursuing certain archetypes and career directions.
<- Outsider Perspective on Locale:
-> Locales Perspective on Outsiders:
^ Locale Perspective on Itself:
Cultural Commitment: No multiclassing to after 2nd level in the primary class unless the specific Cultural Experience the character takes explicitly allows it.