|General Discussion||Effects of Magic||Effects of Technology||Effects of Outside Species||Effects of Interdependance|
|Magic Subcultures||Racial Subcultures||Organizational Subcultures||Species Subcultures||Unusual Details|
Any discussion of culture is inseparably tied to race and species. In the stories of the Realms a great number of species, races, and cultures are shown and interacted with. However, the single broadest distinction made between all of them has to do with magic.
Magic insinuates itself into the very underpinnings of any society where it is present. This is because by it's nature and definition, magic is a way to accomplish tasks, in most cases, without any tools. Hence, an aptitude for magic sets people apart. The degree of separation varies widely. In the Magocracies, possession of magical talent is necessary for qualification in the noble class. In other societies, magic wielders are hated and shunned—the ultimate villain.
Magic wielding cultures tend to fall into three subcategories: cultures which practice eldritch magic, cultures that practice shamanistic magic, and cultures that practice both. Shamanistic only cultures tend to be isolated and follow the worship of one or a few pantheon lords. Occasionally, shamanistic cultures may exist is an secluded area where a broader practice of magic typically prevails. The many Myrmigyne tribes are an example of a rigid shamanistic following. The Myrmigynes worship and get their magical powers from the Eternal Nethra, who, unlike the pantheon lords, does not maintain avatars.