Working on a League RPG setting, help!
I know this is more of a creation and concept thing but I want input on decisions that are story based
I'm working on a League setting for a Tabletop RPG (not D&D) and I'm wonder what people would say are the defining traits for the humans from each region. I'm creating separate archetypes for each of the following:
Bilgewater - current focus on initiative checks and bonuses to perception when in Bilgewater. Demacia - current focus on discipline and bonuses against magic users and magical creatures. Freljord - current focus on resilience and combat skills. Ionia - current focus on spirit magic and strain (think of it like a mental version of HP) Noxus - current focus on versatility and benefiting from the Empire's presence. (access to info and goods) Piltover and Zaun - current focus on culture and self-reliance. Shuriman - current focus on survival and... survival. Rakkor - current focus on religion and (not sure yet)
First part of each of the above is skill related, the second part is more like an ability or unique thing that only that group of people can do.
I'm on the fence about having Vastaya as a playable race since they seem to keep to themselves mostly and might cause narrative issues if they're running around in a country that has had little to no exposure to Vastaya. Yordles I'm not including due to their need for constant disguise and the fact that they would probably eat up too much starting exp. with their natural magical traits.
The Void and Shadow Isles are not playable, as they are primary candidates for adversaries. (probably not great team players either)
I am making this post seeking suggestions from anyone knowledgeable about the lore, as I want these species and archetypes to be as accurate as possible. I'm willing to change my mind about Vastaya and Yordles, with the proper convincing.
The system that I'm using is called Genesys by Fantasy Flight Games, and it uses a unique narrative dice system instead of traditional d20 or d100. System key features:
- spend exp to buy skills and talents, and to increase characteristics (at character creation)
- horizontal instead of vertical progression, the focus is on increasing what things you can do instead of just doing one thing really well
- increased customization, species/archetypes and careers mostly give you some starting skills and all other choices are completely up to the player
- modular magic, the magic system starts with base ideas (attack, utility, barrier, etc.) and allows the player to add effects at increased difficulty
- setting customization, the system encourages heavy customization for the setting, and is easy to adapt to any time period
If you read through everything and have any ideas for this setting please share them! Once I'm done I will find the best way to share this with the community so that anyone who wants to use it, can!

)