In general I agree, but I am starting to like the idea that your culture is comprised of several things you get to choose:To me generic culture (since we are looking settingless):
Agricultural area (get animal handling or nature or survival)
Port City (good with knots or sailing or small boat handling or swimming)
Trading center (learn 1 additional language of your choice)
etc........so, you might grow up in an agricultural area, but not be a farmer. Your culture might give you +2 to nature, or survival, for example. If you were a farmer (or even farmhand) as your background, you'd get another +2 and have some knowledge of tools or animal handling
You grow up in a university city, you might get a boost to some Wis or Int skill.
Stuff like that makes sense to me. Of course, there would be traits/flaws/whatever to go along with the modifiers.
- Select a background
- Select a religious system (including none)
- Select an environment (coastal, mountain, rural, urban, etc.)