Drisileans

The Drisileans live aboard their ships, and have done so for several generations. Many years ago, they were driven from their land bound homes ( don't have details on this event yet ) and took to the sea. At first, they sought a new place to call home, but after a time, they came to realize that their ships had become their home. Since that time, they have become a culture constantly on the move. They raid villages for supplies and slaves. They are accepted in some ports to trade, including Matztiquelon (they frequently sell slaves here). Drisilean young are not allowed to work unsupervised until they pass the Challenge of the Sailor. This is the Drisilean rite of passage, and all Drisilean children must attept it when they come of age. If they fail, they must retry again within a year. A second failure is usually a disaster for the youth, as s/he is usually either thrown overboard or left aground.

All Drisileans are human. Since it was a group of non-humans that forced them to go to sea, they never accept anyone but humans in their crews, and they accept non-Drisilean born humans very rarely on top of that (you have to prove yourself by passing the Challenge of the Sailor).

3rd level: +1 to reflex defense, this improves to +2 at 9th level; +2 cultural bonus to acrobatics

6th level: +1 to weapon attacks and AC while fighting aboard a ship or similar unstable surface; +1 to all ability and skill checks while aboard a ship; Drisileans do an extra 1d6 damage against enemies granting them combat advantage, this extra damage stacks with other sources that grant extra damage while attacking a creature granting combat advantage, such as a rogue's sneak attack

9th level: a Drisilean can take 10 on acrobatics checks under adverse conditions; Drisileans gain the ability to use one Rogue encounter attack power of 3rd level or lower as a daily power. At 19th level, this power can be swapped for an encounter attack power of 13th level or lower, and at 29th level, this power can be swapped for an encounter attack power of 23rd level or lower.

This culture is still undeveloped for the APGS. The above rules are for 4th edition D&D and give a pretty good idea of what the rules for the culture will be like.