D&D 5E [Radiant Citadel] A chart of parallel Earth cultures and motifs across the D&D Multiverse

The Knorr of Jakandor are a mix of Native American, Celtic, and Norse influences.
I've started to look into Jakandor. I do see some Indigenous American motifs (e.g. 'ghost shirt' spell), though it looks to be pretty blended and removed from direct sources. I'll aim to sift through it. A general "indigenous/tribal/barbarian" vibe doesn't "count" for the chart. But you're right, there are some motifs to be gleaned.

At a quick glance, the other culture on the island has a fair number of Egyptian motifs.
 

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Update: Among other things, I really delved into the sources of Malatra, the Living Jungle. Additions:

~Afro-Caribbean:
~Afrotropical:
  • In Toril:
    • ~African aspects of Malatra, the Living Jungle: The Living Jungle Writer's Guidelines state: "The Living Jungle setting and its inhabitants are inspired in large part by African and Asian cultures, inhabitants, legends, geography, and animals. But you’ll also find elements of other jungle cultures in the adventures, and of course there are some parts of the Living Jungle which are almost pure fantasy." [...] "For inspiration, read books on early African and Asian cultures, visit a museum, watch films, or even just browse a few encyclopedia entries. Any realistic element you add to an adventure is sure to heighten the excitement surrounding magic or monsters when those elements of an adventure appear. But remember--the Living Jungle is not historically accurate, nor is it meant to be a strictly actual depiction of real-world cultures." [...] "Feel free to include elements of any real-world culture as well as your own imaginary additions to the setting when writing your tournament. African, Asian, South American, and Polynesian culture, myths, legends, geography, flora, and fauna would all provide excellent inspiration for your adventure. When in doubt, keep Africa and Asia foremost in mind, and try to blend two or more cultures when creating a new part of the setting."
      • The katanga PC race is the name for hengeyokai in Malatra. This name is from Katanga, a region in Congo, in Central Africa.
        • The Impala katanga has a ~Zulu connection, since the word "impala" is from Zulu.
        • The Ostrich katanga has an ~African connection, since ostriches are endemic to large parts of Africa.
      • The Nubari / Ancients may be inspired by the ancient Nubians, the southern neighbors of the ancient Egyptians.
        • The Simbara tribe of Nubari, the "People of the Lion" are named after the Swahili word for lion: simba.
        • The "Bagoomba" tribe of Nubari is likely somehow inspired by the Anglo pop cultural pseudo-African word "magoomba" which is attributed various pseudo meanings. [sic!]
~Indigenous South American:
  • In Toril:
    • The Caiman Katangas (shapeshifters) of Malatra have a connection with ~South America, since caiman are endemic to South America, and word 'caiman' comes from the Galibi Carib language of South America.
~South Asian:
~Southeast Asian:
  • In Toril:
    • The Lidahan people of the Shao Mountains in southern Kara-Tur (~Indonesian). In OA6: Ronin's Challenge, there's a Lidahan Word List which is entirely in Indonesian.
    • ~Southeast Asian aspects of Malatra / The Jungle Lands (DRAGON mag #315 says: "the Jungle Lands use names from Burma or Thailand." The following three cultures are included in that article):
      • The Purang hill country
      • The Kingdom of Laothan, including the Seng people. The name "Laothan" suggests a blend of ~Lao+Thai. The Thai and Lao languages are closely related.
      • Kuong Kingdom. The Kuong Kingdom worships the AD&D Vedic Pantheon, which they call the "Lords of Creation."
      • Other cultures from the Living Jungle (~African and ~Asian foremost + "other jungle cultures"): The Living Jungle Writer's Guidelines state: "The Living Jungle setting and its inhabitants are inspired in large part by African and Asian cultures, inhabitants, legends, geography, and animals. But you’ll also find elements of other jungle cultures in the adventures, and of course there are some parts of the Living Jungle which are almost pure fantasy." [...] "For inspiration, read books on early African and Asian cultures, visit a museum, watch films, or even just browse a few encyclopedia entries. Any realistic element you add to an adventure is sure to heighten the excitement surrounding magic or monsters when those elements of an adventure appear. But remember--the Living Jungle is not historically accurate, nor is it meant to be a strictly actual depiction of real-world cultures." [...] "Feel free to include elements of any real-world culture as well as your own imaginary additions to the setting when writing your tournament. African, Asian, South American, and Polynesian culture, myths, legends, geography, flora, and fauna would all provide excellent inspiration for your adventure. When in doubt, keep Africa and Asia foremost in mind, and try to blend two or more cultures when creating a new part of the setting."
        • The Pangolin Katanga have a ~Malay connection, since the name for the animal "pangolin" comes from the Old Malay word pengguling, meaning "one who rolls up."
        • For the "katanga" and "Nubari" PC races, see the African section.
    • The Island Kingdoms: (DRAGON mag #315 says "the Island Kingdoms use names from the Philippines or Indonesia.")
      • The island nation of Bawa and the Bawani/Bavanese people and language. (~ Java, Indonesia) The different spellings are akin to the difference between "Java" (the English spelling) and "Jawa" (the native Indonesian spelling).
      • The island nation of Bertan/Bertran and the Bertanese people and language. Given that Bawa is more clearly ~Indonesian/Javanese, Bertan could be ~Filipino (the other cultural option mentioned in DRAGON #315).
 
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You haven't mentioned Exandria, but I came across this comment on the wiki: "The culture and architecture of Marquet's cities is broadly inspired by 12th-century Turkey, and its outlying villages are reminiscent of early Palestine."
Link: Marquet

Marquet does feature in Critical Role: Call of the Netherdeep, which is an official WotC adventure.
 

You haven't mentioned Exandria, but I came across this comment on the wiki: "The culture and architecture of Marquet's cities is broadly inspired by 12th-century Turkey, and its outlying villages are reminiscent of early Palestine."
Link: Marquet

Marquet does feature in Critical Role: Call of the Netherdeep, which is an official WotC adventure.
I’d decided not to include examples from IP that WotC doesn’t own (Lankhmar, Conan, etc). But I might make an exception for Exandria since it’s so current.

I know almost nothing about Exandria, so if you find additional firm examples like that, let me know.
 

Update:

I put placeholders for the other earthly cultures.
I started to fill out the Finnish, Mesopotamian, and Norse:

~Finnish:
  • In Toril:
    • The mages of the ancient Imaskar Empire sought to revitalize their population by opening two great gates to another world (D&D Earth), then kidnapping from it numerous humans (Ancient Finns) to serve as their slaves. See: Finnish pantheon
    • The Finnish Pantheon in Toril: Mielikki and Loviatar are Finnish deities who are also members of the Faerunian Pantheon. Untamo and Kiputytto formerly had a small presence in Toril.
    • Based on its wordshape and location in the Cold Lands, the land of Vaasa may have initially had a Finnish motif. "Vaasa" is a real-world city in Finland. Though, if so, this seems to have not been carried forward by later designers.
  • In Planescape and the Planes of Existence: The AD&D1e Finnish Mythos in Deities & Demigods.
~Mesopotamian (~Sumerian and ~Akkadian/Babylonian):
  • In Oerth: Ishtarland in Western Oerik
  • In Mystara:
    • Nimmur
    • Enduks of Eshu
    • Alphatia is a blended fantasy culture, but one of its primary symbols is a lammasu, as seen on the cover of the Alphatian booklets in Dawn of the Emperors.
  • In Toril: Unther (pre-Spellplague)
  • In Planescape and the Planes of Existence: the AD&D1e Babylonian Mythos & Sumerian Mythos
  • The Babylonian deities from 2e Return to the Keep on the Borderland.
  • Monsters:
    • lammasu
    • scorpion-folk
    • shedu
~Norse / Ancient Germanic / Asgardian:
  • In Blackmoor:
    • The Skandaharians of the Skandaharian Sea.
  • In Oerth:
    • The Frost Barbarians (Kingdom of Fruztii), the Ice Barbarians (Kingdom of Cruski), and the Snow Barbarians (Kingdom of Schnai). They speak the Fruz language, also known as the Cold Tongue. Their physical appearance and gods are different than real-world Norse.
  • In Mystara:
    • The Northern Reaches / Northlands of the Kingdom of Vestland, the Kingdom of Ostland, and Jarldoms of Soderfjord. They speak the Antalian (~Old Norse) language.
    • The Heldannic Freeholds (~Icelandic Commonwealth) prior to being conquered by the Heldannic Order (~Teutonic Knights).
    • The Kingdom of Eusdria in the Savage Coast (~Frankish realm)
    • BECMI Immortals of Mystara: Frey and Freyja, Loki, Odin, Thor, and Wayland
  • In Toril:
    • The Northlanders / Northmen of the Moonshae Isles are analogous to the Danish and Norwegian vikings in Wales (the Black Heathens), Scotland (the Lordship of the Isles), and Ireland (the Ostmen).
      • Norland is an island in the Moonshaes which is inhabited and ruled primarily by Northlanders.
    • The Uthgardt Barbarians are primarily, but not solely ~Norse and ~Anglo-Saxon inspired. The name "Wulfgar" means "wolf-spear" in Old English. The Uthgardt speak the Bothii language.
    • The Norse Pantheon and Toril: Tyr is the one Norse god who is a member of the Faerunian Pantheon.
  • In Krynn:
    • The Nordmen of Nordmaar. As with most Krynnish cultures, the Nordmen are a blend of earthly archetypes. Their name and physical appearance (of the inland Nordmen) are ~Norse-like; yet their tribal names are ~Aztec; and the biome is jungle. The coastal Nordmen are Black; such as Theros Ironfeld who was born in a Nordmaar fishing village. Human coloration is not a factor in Nordman identity.
    • The Ice Barbarians / Ice Folk of Icereach appear to be partially Norse inspired.
  • In Aebrynis (Birthright): The Rjurik people
  • In D&D Earth: HR1: Vikings Campaign Sourcebook, AD&D2e Historical Reference series.
  • In Spelljammer:
    • The World of Thoric, a world of asteroid fields inhabited by 1.5 billion "space vikings" who worship Hordent, a manifestation of Thor.
    • "Bloody Vikings..." adventure in SJA2: Skull & Crossbones. Erik Bloodaxe, a viking from a groundling world, compels a shipwrecked wizard from Toril to outfit his drakkar with a spelljamming helm.
    • The drakkar and longship spelljammers.
  • In Planescape and the Planes of Existence:
    • The AD&D1e Norse Mythos
    • The AD&D 2e Norse Mythology
    • The D&D3e Asgardian Pantheon
    • The D&D5E Norse Pantheon
  • Monsters:
 
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Update: Egypt!

~Ancient Egyptian / Pharaonic:
  • In Oerth: Erypt in Western Oerik
  • In Ærth: Ægypt. (WotC reportedly owns the rights to Gygax's world of Ærth. Gygax redid Ægypt as "Khemit" in his d20 Necropolis module.)
  • In Mystara:
    • Arypt, in the original Master Set world map of "Pangaea/Urt"
    • The Kingdom of Thothia on the Isle of Dawn. (Spider-worshipping ~Egyptians.)
    • The Hutaakans of the Lost Valley (~Egyptian jackal-folk)
    • There are relics of Nithian culture (such as pyramids) in the Emirates of Ylaruam, though overlaid with ~Arab culture.
    • The Valley of Hutaaka in the Hollow World (more ~Egyptian jackal-folk!)
    • The Kingdom of Nithia in the Hollow World (culturally preserved ~Egyptians)
    • Tracy Hickman's Desert of Desolation has ~Ancient Egyptian motifs (e.g. pyramids). GAZ2 suggested placing it in Ylaruam.
  • In the Kingdom of Ghyr (the unplaced homeland of the LJN Action Figures) and in Fantasy Forest: Nightshade the Lich / Skeleton-King is dressed in Egyptian gear. As seen in the Lich PVC figure and in a couple of the Fantasy Forest gamebooks.
  • In Toril:
    • Mulhorand
    • In Toril, the Egyptian Pantheon is known as the Mulhorandi Pantheon. The Mulan people are Ancient Egyptians from D&D Earth, who were captured by the Imaskari and brought to Toril.
    • Tracy Hickman's Desert of Desolation has ~Egyptian motifs (e.g. pyramids). It was retroactively placed in the Plains of Purple Dust.
  • In Jakandor (a mini-setting of the 2e Odyssey product line): The Charonti nation has several Egyptian motifs, such as worship of the god "Thanhotep."
  • In Magic: The Gathering / D&D Plane Shift: The Plane of Amonkhet.
  • In Spelljammer:
    • Flying Pyramid Ships. Constructed by a (reportedly) now-vanished human culture which followed the Egyptian pantheon.
    • The Dark Pharaoh
    • Ptah in Spelljammer: Ptah is worshipped in nearly every crystal sphere.
    • The Temple of Ptah on the Rock of Bral
    • In Cluster Space: the Varan worship the god Seltaine, a local aspect of Set. (It's not clear to what extent the Varan have other Egyptian cultural motifs.)
  • In Planescape and the Planes of Existence:
    • The OD&D Egyptian Mythos
    • The AD&D1e Egyptian Mythos
    • The AD&D2e Egyptian Mythology
    • The D&D3e Pharaonic Pantheon
    • The D&D5e Egyptian Pantheon
 

Update: Started the Eastern European section...

~Eastern European (~Slavonic, ~Eastern Orthodox/Byzantine Greek, ~Romani, ~Romanian, ~Hungarian, ~Albanian, ~Caucasus): [placeholder]
  • In Oerth:
    • The Stonefist Barbarians (~Slavonic)
    • Ataman (~Cossack) title among the Flan
    • The Rhenee (~Romani)
  • In Mystara:
    • The Traladarans, the native culture of the Grand Duchy of Karameikos. (~Eastern Europe; Transylvania for the horror-themed aspects)
    • The Thyatians are explicitly (though only partially) inspired by ~Byzantine/Greek Orthodox culture. (Along with ~Ancient Roman.)
    • The Principality of Boldavia in Glantri (~Transylvania). Though the overarching motif is "Gothic/Transylvania", there are also specific motifs: (See my research here.)
    • The City-States:
      • [list each culture]
    • The Goat-Men of Kavaja:
      • [list each culture]
    • The Dominion of Vyolstograd and the Dominion of Stamtral in Norwold, from module CM4: Earthshaker! (~Russian)
  • In Toril:
    • The Raumtheran Language Group= ~Slavic+Albanian. Source: DRAGON Annual #4 "Speaking in Tongues."
      • Halardrim language (extinct)
      • Rasallesian
      • Allesian (Ashane, Golden Allesian)
      • Sossic
    • Rashemen (~Russia). The Rashemi language has some aesthetically ~Slavic elements: e.g. cheznitznia 'shapeshifter'; domovoi 'house spirits' ; dvorovoi 'evil spirits'; nydeshka 'blunt sword' ; polevik 'a kind of dwarf' ; volodni 'Pine Folk.'
    • Cossacks are a partial inspiration for Murghom. (Source: Rich Baker)
  • In Ravenloft:
    • Barovia (~Transylvania)
    • Nova Vaasa
    • Vorostokov
    • Vistani (~Romani)
  • In Aebrynis (Birthright): The Vos people. Their name "Vos" is evocative of "Rus/Ros", the original name of Russia.
    • Vosgaard appears to equivalent to "Rosgrad."
  • James Wyatt's Petroyeska campaign setting. Bits of James' settings appeared in DRAGON magazine during the 3e era.
  • In Magic: The Gathering:
    • The Plane of Innistrad. (~Transylvania / Gothic Eastern Europe+German motifs)
    • The Plane of Ravnica (~Slavic high magic cityscape)
  • In Planescape and the Planes of Existence:
    • [was a Slavic pantheon published?]
  • Also: "The Taltos" (~Hungarian shaman PC class) by Tom Moldvay, DRAGON #247(p38), AD&D2e
  • Monsters:
 

Update - a suprising number of entries for Israelite / Jewish cultural motifs:

~Ancient Hebrew / Israelite / Jewish Culture:
  • In Oerth:
    • Baalzephon is a pit fiend. Its name means "Lord of the North" in Hebrew.
  • In Mystara:
    • The Magiocracy of Herath in the Savage Coast. The Herathian proper names are from the ~Hebrew language. (As seen on this map of eastern Herath.) Some have pointed out the uncomfortable design choice of using a secretive shapeshifting spider-people (araneas) to represent Jewish culture. Given the nearby Spanish and Portuguese motifs also on the Savage Coast, there appear to be parallels with, at best, the Marrano "crypto-Jews" who hid their Jewish culture in secrecy, while appearing to participate in outward Iberian Catholic soceity. Or at worst, a careless association with the era of fearful superstitions which the Jews endured within medieval Christendom. [sic!]
    • The Dream Land of Smyslvych, the setting of two Israeli-designed official D&D modules: (link to cover photos)
      • HCM1: Lunar Women
      • HCM2: Living Statues War
    • Hebrew-language BECMI product list. Many BECMI products were translated into Hebrew.
    • In CM7: The Tree of Life by Bruce Heard. The four regions of the Elven Land (Atziluth, Beriah, Ietzirah, Asiah) are directly named after the four worlds of creation in Jewish Kabbalah. Four Worlds - Wikipedia ; CM7 states these words are the archaic names of the four elements. This is not their meaning in Hebrew (they mean something like "emanation", "creation", "formation" and "doing"), although it is possible that in some kabbalistic schemes the four worlds also parallel the elements. Also, the "Tree of Life" (etz chaim) is the name of an important 16th-century kabbalistic work: https://en.m.wikipedia.org/wiki/Etz_Chaim_(book)
    • Sister Rebecca the Adept, an iconic NPC from the Moldvay Basic Set, has a Hebrew name. Rebecca is the Vulgate (Latin) form of biblical Rebekah, from Hebrew רִבְקָה‎ (Rivka, “enchantingly beautiful, captivating, snare”). Rebecca - Wiktionary
  • In Toril:
    • The Sartani crab-giants in Zakhara. "Sartan" is Hebrew for crab: סרטן - Wiktionary ; whereas Arabic is "saratan." However, "sartan" appears to be the Midani word for crab, since it appears in another context as Jazayir al-Sartan (Isles of the Crab).
  • In Krynn: Biblical Hebrew motifs via Jeff Grubb (see "Jeff Grubb on the Gods of Krynn"), and probably reinforced by Tracy Hickman's Latter-day Saints (Mormon) culture. Jeff Grubb says: "Several of the names are biblical in origin, and taken from a book called 'Everyone in the Bible' by the Reverend William P. Barker, who was also the minister of my church when I was growing up[.]" Jeffs other comments on the Hebrew origin of names in Krynn:
    • Chemosh: "In the real world the supposed god of the Ammonites in the Bible. In First and Second Kings, Solomon erected an altar to him at Jerusalem, and Josiah destroyed it. (Later note I’ve discovered hooks him up with the biblical Moloch)"
    • Chislev: "The name Chislev evolved out of Kislev, the name for the ninth month of the Jewish year."
    • Kiri-Jolith: "Partially manufactured (Kiri), partially inspired by Joelah, a son of Jeroham from First Chronicles."
    • Gilean: "Originally Gilead the Book. As in ”Is there no balm in Gilead?” (Book of Jeremiah)."
    • Habbakuk: "In the real world, Habakkuk (note the single ”b” and the third ”k” ) was a prophet in the Bible (one of the ”eight minor prophets” ). His book is a collection of oracles delivered against the backdrop of the Babylonian threat to Judah in c.600 B.C. Interestingly enough, the original Habakkuk was a bard, a temple singer. His book was on the subject of why a good god would allow the evil Babylonians to exist and thrive."
    • Mishakal: "The name comes from the story of the fiery furnace from the Book of Daniel – Meshach, Shadrach, and Obendigo."
    • Sargonnas: "Sargon was the King of Babylon in the book of Isaiah."
    • Shinare: "Again, may have been inspired by biblical names, but was likely pure invention."
    • Sirrion: "The name started with a wizard character in my early campaign named Simon, metamorphed to Simeon (one of the leaders of the twelve tribes of Isreal), then jumped the track entirely when the m turned into a double-r ( and occasionally a single-r as well)."
    • Zeboim: "Influenced by bliblical names such as Zebidiah and Zebulon." Note: Zeboim was a city destroyed by fire and brimstone.
    • Zivilyn: "May have been inspired by a real bibical name, but could not tell you at this stage."
    • Also: the title of the Dragonlance Chronicles themselves, likely from the Book of Chronicles in Hebrew scripture.
  • In Planescape and the Planes of Existence:
 

Levistus's_Leviathan

5e Freelancer
I’d decided not to include examples from IP that WotC doesn’t own (Lankhmar, Conan, etc). But I might make an exception for Exandria since it’s so current.

I know almost nothing about Exandria, so if you find additional firm examples like that, let me know.
I don't watch Critical Role, but Explorer's Guide to Wildemount is probably my favorite book in 5e so far. From what I've gathered through reading the book, the main cultural inspirations of it are:
  • Dwendalian Empire: Holy Roman Empire combined with England. They have a monarchy, an official religion, German-based naming patterns, and a rigid caste system. The Cerberus Assembly is more similar to the American Cabinet than the Aulic Council, but the inspiration is still there.
  • Kryn Dynasty: Their main religion (the Luxon) is inspired by Hinduism and Buddhism (because of Nirvana-style reincarnation), but most other ties are loose.
  • Clovis Concord: Greek. The Clovis Concord is a tropical coastal country made up of a bunch of city-states that form a trade confederation. The Revelry has a bit of inspiration from Caribbean-style piracy and the Ki'Nau (the indigenous people of the islands on the Menagerie Coast) are definitely inspired by Pacific Islanders.
 

Yaarel

Mind Mage
Update - a suprising number of entries for Israelite / Jewish cultural motifs:

~Ancient Hebrew / Israelite / Jewish Culture:
  • In Oerth:
    • Baalzephon is a pit fiend. Its name means "Lord of the North" in Hebrew.
  • In Mystara:
    • The Magiocracy of Herath in the Savage Coast. The Herathian proper names are from the ~Hebrew language. (As seen on this map of eastern Herath.) Some have pointed out the uncomfortable design choice of using a secretive shapeshifting spider-people (araneas) to represent Jewish culture. Given the nearby Spanish and Portuguese motifs also on the Savage Coast, there appear to be parallels with, at best, the Marrano "crypto-Jews" who hid their Jewish culture in secrecy, while appearing to participate in outward Iberian Catholic soceity. Or at worst, a careless association with the era of fearful superstitions which the Jews endured within medieval Christendom. [sic!]
    • The Dream Land of Smyslvych, the setting of two Israeli-designed official D&D modules: (link to cover photos)
      • HCM1: Lunar Women
      • HCM2: Living Statues War
    • Hebrew-language BECMI product list. Many BECMI products were translated into Hebrew.
    • In CM7: The Tree of Life by Bruce Heard. The four regions of the Elven Land (Atziluth, Beriah, Ietzirah, Asiah) are directly named after the four worlds of creation in Jewish Kabbalah. Four Worlds - Wikipedia ; CM7 states these words are the archaic names of the four elements. This is not their meaning in Hebrew (they mean something like "emanation", "creation", "formation" and "doing"), although it is possible that in some kabbalistic schemes the four worlds also parallel the elements. Also, the "Tree of Life" (etz chaim) is the name of an important 16th-century kabbalistic work: https://en.m.wikipedia.org/wiki/Etz_Chaim_(book)
    • Sister Rebecca the Adept, an iconic NPC from the Moldvay Basic Set, has a Hebrew name. Rebecca is the Vulgate (Latin) form of biblical Rebekah, from Hebrew רִבְקָה‎ (Rivka, “enchantingly beautiful, captivating, snare”). Rebecca - Wiktionary
  • In Toril:
    • The Sartani crab-giants in Zakhara. "Sartan" is Hebrew for crab: סרטן - Wiktionary ; whereas Arabic is "saratan." However, "sartan" appears to be the Midani word for crab, since it appears in another context as Jazayir al-Sartan (Isles of the Crab).
  • In Krynn: Biblical Hebrew motifs via Jeff Grubb (see "Jeff Grubb on the Gods of Krynn"), and probably reinforced by Tracy Hickman's Latter-day Saints (Mormon) culture. Jeff Grubb says: "Several of the names are biblical in origin, and taken from a book called 'Everyone in the Bible' by the Reverend William P. Barker, who was also the minister of my church when I was growing up[.]" Jeffs other comments on the Hebrew origin of names in Krynn:
    • Chemosh: "In the real world the supposed god of the Ammonites in the Bible. In First and Second Kings, Solomon erected an altar to him at Jerusalem, and Josiah destroyed it. (Later note I’ve discovered hooks him up with the biblical Moloch)"
    • Chislev: "The name Chislev evolved out of Kislev, the name for the ninth month of the Jewish year."
    • Kiri-Jolith: "Partially manufactured (Kiri), partially inspired by Joelah, a son of Jeroham from First Chronicles."
    • Gilean: "Originally Gilead the Book. As in ”Is there no balm in Gilead?” (Book of Jeremiah)."
    • Habbakuk: "In the real world, Habakkuk (note the single ”b” and the third ”k” ) was a prophet in the Bible (one of the ”eight minor prophets” ). His book is a collection of oracles delivered against the backdrop of the Babylonian threat to Judah in c.600 B.C. Interestingly enough, the original Habakkuk was a bard, a temple singer. His book was on the subject of why a good god would allow the evil Babylonians to exist and thrive."
    • Mishakal: "The name comes from the story of the fiery furnace from the Book of Daniel – Meshach, Shadrach, and Obendigo."
    • Sargonnas: "Sargon was the King of Babylon in the book of Isaiah."
    • Shinare: "Again, may have been inspired by biblical names, but was likely pure invention."
    • Sirrion: "The name started with a wizard character in my early campaign named Simon, metamorphed to Simeon (one of the leaders of the twelve tribes of Isreal), then jumped the track entirely when the m turned into a double-r ( and occasionally a single-r as well)."
    • Zeboim: "Influenced by bliblical names such as Zebidiah and Zebulon." Note: Zeboim was a city destroyed by fire and brimstone.
    • Zivilyn: "May have been inspired by a real bibical name, but could not tell you at this stage."
    • Also: the title of the Dragonlance Chronicles themselves, likely from the Book of Chronicles in Hebrew scripture.
  • In Planescape and the Planes of Existence:
In Oerth

• Erypt = Egypt + Arabia

• Gulf of Ra = Nile

• Yam Suf = Red Sea

East from Erypt is the "Yam Suf" strait, namely the parting of the Red Sea. The island NE of Yam Suf is Israel.

• Island beyond Yam Suf = Israel
 
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Voadam

Legend
Clay golems are from Jewish folklore, but Medieval Poland, not Ancient Israel.

Magical phylacteries at various points can be viewed as Jewish tephillin or general Egyptian and other ancient world phylacteries/magical amulets. This includes lich phylacteries, but also phylacteries of faithfulness and so on.

Horn of blasting is evocative of the trumpets at the Battle of Jericho.

Snake Staff is similar to Moses and the Egyptian magicians turning their staves into snakes.

Many D&D cleric spells are Torah inspired. Part water and Moses at the Red Sea. Sticks to snakes and Moses and the Egyptian magicians. Flame strike and Elijah's contest against the worshippers of Baal. Create food and water and mana from heaven as the Israelites cross the desert.
 


Update, in the OP I added in the Toril language families from DRAGON Annual #4.
In other words, official Toril versions of the Niger-Congo, Germanic, Celtic, Italic, Baltic (=Netherese!), Hellenic, Slavic, Altaic, Semitic, Egyptic, and Tamazic (Berber) language clades.
 

Updates:

I added in most of the culture-specific DRAGON magazine articles from the DragonDex. Except for the Asian / Kara-Tur articles. (I'm aiming to look at the articles and sort them by Japanese, Chinese, etc.)

I broke out Earth's "Age of Magic" setting (seen in the early BECMI materials) as a different world, distinct from the World of Mystara, since it was really a different setting than Mystara, with a hugely divergent continuity.

I really delved into the Ulutinu (~Inuitic) peoples of the Forgotten Realms:
  • The Ulutiun peoples (~Inuitic peoples):
    • Ice Hunters / Ancient Men of the North, who speak the Uluik language, and who dwell in the Cold Run, Ice Peak island, and the Sea of Moving Ice, northwest of Icewind Dale. Relative to the more eastern Ulutiun of the Great Glacier (including the those who are based on the Canadian Caribou Inuit), the Ice Hunters are geographically similar to the western Inuitic peoples of Alaska. Relative to Icewind Dale, Ice Peak island is similar to one of the large islands off the west coast of Alaska: Kodiak Island, St. Lawrence Island, or Nunivak Island, all of which are Yupik-speaking. The Uluik words for their boats, khyeks and oumyeks, are analogous to kayaks and umiaks. The English word "kayak" (qajaq 'man's boat') and "umiak" (umiaq 'woman's boat' / 'large-skinned boat') are similar in form throughout the Inuitic language. Given the westernmost , the Uluik language is probably analogous to the Inupiatun language of northern Alaska, and possibly also covers the Yupik languages of southwestern Alaska.
    • The Nakulutiun people of the Nakvaligach region of the Great Glacier, also called the "Northern Barrens", the northernmost and most dangerous region of the Great Glacier, are likely based on the real-world Inughuit (Polar Inuit) of the Avanersuaq region of northernmost Greenland...historically the most isolated branch of humanity in the world. The Nakulutiun of Toril speak the Ulutiun language. The real-world Inughuit speak the Inuktun language, which is slightly different than Standard Greenlandic.
    • The caribou-herding Angulutiun people of the Great Glacier are similar to the Caribou Inuit of central Canada. The Angulutiun speak the Ulutiun language.
    • The Iulutiun people are the most populous of the Ulutiun peoples, and appear to be most similar to the Kalaallit (Greenland Inuit), since they are the prominent Inuitic people. They are the main people of the Great Glacier, which is geographically analogous the Greenland Ice Sheet. The Ulutiun language would be most similar to Kalaallisut (Greenlandic) then.
  • Arctic dwarves (~Inuit dwarves)
I also delved into the ~Central Asian motifs in Krynn:
  • In Krynn:
    • In the continent of Ansalon:
      • The Khanate of Khur / The Nomads of Khur. Their Khurish language appears to be mostly fantastic, but there is at least one Persian motif ("Khur" is a common placename in Iran), a few Mongolian motifs (the word "khan", plus, regardless of their meanings: the word "Alash", from the Alash mountains in Inner Mongolia, and the word "Nor", from famous lake "Lop Nor"), a Russian/Circassian/Balkar motif (keffre 'a strong hot beverage' < keffir), some Arabic motifs (souk 'market', and the word "yl" is used similar to "al-"). Given the Iranian name of their nation, plus the Mongolian title "khan", they closest earthly parallel could be the Ilkhanate of Iran, which was the successor state of the Mongolian Empire in Persia.
      • The Khanate of the Southern Wastes / The Horselords of Nordmaar. They have blended motifs: Turko-Mongolic "khan"; Old English (their capital is named "Wulfgar", which is Old English for "wolf-spear"), and Aztec (the chief tribe is named "Huitzitlic").
    • In Taladas:
      • The Uigan (~Mongolian) nation and language of the continent of Taladas. Note the parallel with the "Tuigan" people and language from Forgotten Realms. They live in "yurts" (which is a Mongolian word).
      • The Kazar nation and language in Taladas: ~Khazar and/or ~Kazakh, both of which are Turkic peoples.
      • The Alan-Atu nation (~Buryat Mongolian+ ~Alans; "Ulan-Ude" is the real-world capital of Buryatia. The Alans were an Iranic Scythian people whose descendants are now known as the Ossetians.).
      • The Puresk nation is evocative of the Mukhsha Ulus, whose leader was named Puresh. This was a kingdom which spoke the Moksha Finnic language, but was conquered by the Mongolian Empire, and forced to fight the Russians.
      • (Note: for the Purgi nation, see the Himalayan section.)
      • The Merkitsa Elves of the Tamire (~Mongolian elves). Their name is likely inspired by the Merkits tribal confederation "wise ones/skillful ones" who were one of the first adversaries of the Mongols.
      • Another motif: The name of the Burya Ilquar mountains is likely inspired by the Buryats.
I posted descriptive paragraphs about David Howery's ~African and ~North American continents from DRAGON magazine. I posted them in both the Oerth section and the Toril section, since both worlds had suggested placements. For example, the Oerth paragraphs:
  • "The Dark Continent" [sic!] by David Howery, DRAGON #189(p10), AD&D2e: "For my original WORLD OF GREYHAWK campaign, I drew up an extended map of Hepmonaland, making it into a vast and wealthy continent of spice traders, ivory hunters, warring natives, lost cities, and all that wonderful African flavor. This was the original setting for 'The Elephant's Graveyard,' and 'The
    Leopard Men' (see DUNGEON® Adventures, #15 and #22). Recent events on Oerth (detailed in Greyhawk Wars and From the Ashes), invalidated this set-up by revealing that Hepmonaland is a backwater area that had been conquered by the Scarlet Brotherhood. With this knowledge, the best place for an African continent is southwest of the Sea of Dust. It would be difficult, but not impossible, to set up trade routes to this area. DMs will have to draw up an extended map of Oerik to include the Dark Continent."
    • Cultures:
      • Mibida (~Mali)
      • City of Kinitah (~Benin)
      • Kingdom of Konogo (~Kongo)
      • Union of Kumasa (~Asante)
      • Matuso Tribe (~Zulu)
      • Land of N'Tshane
      • Watangas
      • N'goto
      • Kanakres

  • "Lands of the People", a "continent far to the east across the Solnor Ocean", by David Howery in DRAGON #205: "The WORLD OF GREYHAWK® setting: In the northern Flanaess was a land called the Barrens, with a people called the Rovers. In my old GREYHAWK® campaign, I made the Rovers into a fierce Sioux-like tribe. They were savage and free, and had a brief moment of glory in "Ghost Dance" published in DUNGEON® Adventures issue #32. With the recent wars in the Flanaess (see the From the Ashes set), the Rovers were destroyed by Iuz. However, my campaign also included a continent far to the east across the Solnor Ocean. This was a fantasy America with many cultures inspired by the Native Americans. This continent is the basis of this article."
    • There are [only!] three cultures in the Lands of the People:
      • Eastern Woodlands
      • Great Plains
      • Southwest Desert
 

TwiceBorn2

Adventurer
Some more peoples of the World of Greyhawk for you, though the details are sketchy and I'm not always sure what the closest analogue would be...

"These herders and hunters [i.e., the Chakyik/Tiger Nomads] roam freely across the steppe south of the Burneal, trading with the folk of Ekbir and Perrenland, as well as the Wolf Nomads to the east, and the Chakji tribes of the northern coast beyond the border of the Black Ice." (Living Greyhawk Gazetteer, 2000, p. 114, emphasis added)

"They [the Chakyik/Tiger Nomads] warred with the Flan tribes of the Burneal, whom they called the Uirtag, as well as the Guryik people from the Land of Black. Some of the nomads even made settlements along the northern coast near the Burneal. Among them was the last remnant of stray Oeridians who had followed the horde to the northern steppes. Together they mixed with the tribes of Burneal and the Land of Black Ice to become a distinct people, the Chakji." (ibid, pp. 114-115, emphasis added)

"Little-known Flan savages called the Uirtag dwell in the interior [of the Burneal Forest], living in huts made of green boughs in the brief summer and in burrows dug into the ground during the long, cold winter. A few Chakji tribes on the forests' [sic] western fringe trade with the Tiger Nomads and inhabitants of the Land of Black Ice (see Tiger Nomads)." (ibid, p. 139)

Black Ice, Land of: "At the far edge of the Flanaess is a seemingly endless landscape of blue-black ice, filling the northern horizon beyond the Burneal Forest and Blackmoor. The source of these rolling fields of ebony ice had never been explained. On the Dramidj coast dwell the Baklunish Gyurik folk; on the Icy Sea side are the Zeai, related to the Ice Barbarians." (ibid, p. 154, emphasis added)

Summary:

The Chakyik (i.e., Tiger Nomads, who are primarily Baklunish with feint Oeridian bloodlines) intermarried with the Uirtag (Flan) and the Gyurik (apparently Baklunish) people from the Land of Black Ice, leading to the emergence of another distinct people--the Chakji.

The Gyurik seem like they might be vaguely Inuit (academics believe the latter are believed to be distantly related to northeastern Siberian migrants).

I am not familiar with any northern indigenous peoples in the real world who took shelter in burrows in winter, so not sure who exactly--if anyone--the Uirtag are modelled after. That said, natural caves or snow caves seem like potentially viable winter habitations for fantastical indigenous peoples (I just don't seem them digging burrows into the ground, for a variety of reasons).

The Zeai can evidently be added to the list of Nordic/Norse analogues.

You may also find this thread of interest: Canonfire!
 

And there's an Inuit analogue in the Ice People too (the portrayal is solidly positive, even the physical description borders on the racist).

Most of the other stuff is analogous to cultures not listed. I feel like the Ilquar Goblins and the First People Ogres are analogous to some culture but I'm not able to pin it down (both are playable and largely neutral or positive in their portrayal). The Saqualaminoi are intended to be friendly Yetis, but I don't think that quite counts as Nepalese/Tibetan!
Thanks for this Ruin Explorer. I found some solid motifs. I'm especially happy for unlocking the likely origin of the name "Abaqua" (meaning 'first people'): "Aboriginal" (first) + the Canadian pronunciation of "Iroquois" /Ir-a-qua/. These sorts of things can't be 'proven' except by an interview with the designer. But they are strongly suggestive.

~Indigenous North American:
  • In the continent of Taladas:
    • The Ice People of Taladas are ~Inuit. As seen in their words "Kitaglu" (their main village; evocative of "iglu/igloo"), "Sakalaminuik" (yeti) and "Amaguik" (spirit wolves), their language is Inuit-like. The silver dragon Ukamiak has taken his name from that language.
    • Sakalaminuik (~Inuit yeti). Their other name, Saqualaminoi, is a modification of "sasquatch" (a.k.a. Bigfoot), which comes from an Indigenous North American language: either the Nlaka'pamuctsin language se'sxa or Halkomem language sásq’ets. Both are Salishan languages of British Columbia, Canada. But the name connection appears to be superficial, and not indicative of Salishan culture; the arctic terrain doesn't suggest any cultural motif beyond the ~Inuit. Since "Saqualaminoi" shares the "-oi" ~Greek-like suffix of other peoples of Krynn (Gnomoi, Minoi, etc.), this appears to be a more learned name used by outside scholars. So culturally, they're basically "Inuit sasquatches/yeti."
    • The First People / Abaqua Ogres culture is generalization of Indigenous American motifs, such as their fringed deerskin clothing and the term "warchief." Specifically the cultures of the Eastern Woodlands ("Deerwood Tribe"; and also the wigwam-style homes: "domed houses of saplings, that are covered with leaves and bark"), Prairie/Plains (the "Grass Tribe"), and the Rocky Mountains ("Black Peak Tribe" is slightly evocative of the Blackfoot Nation of the Montanan and Canadian Rockies). The name "Abaqua" (meaning 'first people' in the Abaquan language) is vaguely reminiscent of the word "Aboriginal" + the Canadian pronunciation of "Iroquois" (Ir-a-qua).
    • The Wretched Ones / Ilquar Goblins, appear to represent the most oppressed aspect of Indigenous American history. Their culture is vaguely evocative of Indigenous America. Several Indigenous American peoples practiced head-shaping, such as some Salish peoples of the Pacific Northwest, and the Choctaw nation of the U.S. Southeast. Though notably, the so-called "Flathead" nation did not practice head-flattening!
 
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Some more peoples of the World of Greyhawk for you, though the details are sketchy and I'm not always sure what the closest analogue would be...

"These herders and hunters [i.e., the Chakyik/Tiger Nomads] roam freely across the steppe south of the Burneal, trading with the folk of Ekbir and Perrenland, as well as the Wolf Nomads to the east, and the Chakji tribes of the northern coast beyond the border of the Black Ice." (Living Greyhawk Gazetteer, 2000, p. 114, emphasis added)

"They [the Chakyik/Tiger Nomads] warred with the Flan tribes of the Burneal, whom they called the Uirtag, as well as the Guryik people from the Land of Black. Some of the nomads even made settlements along the northern coast near the Burneal. Among them was the last remnant of stray Oeridians who had followed the horde to the northern steppes. Together they mixed with the tribes of Burneal and the Land of Black Ice to become a distinct people, the Chakji." (ibid, pp. 114-115, emphasis added)

"Little-known Flan savages called the Uirtag dwell in the interior [of the Burneal Forest], living in huts made of green boughs in the brief summer and in burrows dug into the ground during the long, cold winter. A few Chakji tribes on the forests' [sic] western fringe trade with the Tiger Nomads and inhabitants of the Land of Black Ice (see Tiger Nomads)." (ibid, p. 139)

Black Ice, Land of: "At the far edge of the Flanaess is a seemingly endless landscape of blue-black ice, filling the northern horizon beyond the Burneal Forest and Blackmoor. The source of these rolling fields of ebony ice had never been explained. On the Dramidj coast dwell the Baklunish Gyurik folk; on the Icy Sea side are the Zeai, related to the Ice Barbarians." (ibid, p. 154, emphasis added)

Summary:

The Chakyik (i.e., Tiger Nomads, who are primarily Baklunish with feint Oeridian bloodlines) intermarried with the Uirtag (Flan) and the Gyurik (apparently Baklunish) people from the Land of Black Ice, leading to the emergence of another distinct people--the Chakji.

The Gyurik seem like they might be vaguely Inuit (academics believe the latter are believed to be distantly related to northeastern Siberian migrants).

I am not familiar with any northern indigenous peoples in the real world who took shelter in burrows in winter, so not sure who exactly--if anyone--the Uirtag are modelled after. That said, natural caves or snow caves seem like potentially viable winter habitations for fantastical indigenous peoples (I just don't seem them digging burrows into the ground, for a variety of reasons).

The Zeai can evidently be added to the list of Nordic/Norse analogues.

You may also find this thread of interest: Canonfire!
Hi, great finds - thanks!

Regardless of the in-universe origins (Baklunish, etc.), the names "Chakji" and "Guryik" are very likely based on the Chukchi and Koryak nationalities, who are the indigenous peoples of the furthest northeastern tip of Russia, where it approaches Alaska. Their cultures have similarities with the Inuit; in fact, there are Inuit (Siberian Yupik) settlements along the Chukchi coast.


The name "Uirtag" doesn't ring a bell. The name "Yukaghir" is not very close: Yukaghir people - Wikipedia
There's also the "Aliutor" people. Alyutors - Wikipedia
IDK

I guess the Zeai are "Sea Barbarians"?
 
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Some more peoples of the World of Greyhawk for you, though the details are sketchy and I'm not always sure what the closest analogue would be...

"These herders and hunters [i.e., the Chakyik/Tiger Nomads] roam freely across the steppe south of the Burneal, trading with the folk of Ekbir and Perrenland, as well as the Wolf Nomads to the east, and the Chakji tribes of the northern coast beyond the border of the Black Ice." (Living Greyhawk Gazetteer, 2000, p. 114, emphasis added)

"They [the Chakyik/Tiger Nomads] warred with the Flan tribes of the Burneal, whom they called the Uirtag, as well as the Guryik people from the Land of Black. Some of the nomads even made settlements along the northern coast near the Burneal. Among them was the last remnant of stray Oeridians who had followed the horde to the northern steppes. Together they mixed with the tribes of Burneal and the Land of Black Ice to become a distinct people, the Chakji." (ibid, pp. 114-115, emphasis added)

"Little-known Flan savages called the Uirtag dwell in the interior [of the Burneal Forest], living in huts made of green boughs in the brief summer and in burrows dug into the ground during the long, cold winter. A few Chakji tribes on the forests' [sic] western fringe trade with the Tiger Nomads and inhabitants of the Land of Black Ice (see Tiger Nomads)." (ibid, p. 139)

Black Ice, Land of: "At the far edge of the Flanaess is a seemingly endless landscape of blue-black ice, filling the northern horizon beyond the Burneal Forest and Blackmoor. The source of these rolling fields of ebony ice had never been explained. On the Dramidj coast dwell the Baklunish Gyurik folk; on the Icy Sea side are the Zeai, related to the Ice Barbarians." (ibid, p. 154, emphasis added)

Summary:

The Chakyik (i.e., Tiger Nomads, who are primarily Baklunish with feint Oeridian bloodlines) intermarried with the Uirtag (Flan) and the Gyurik (apparently Baklunish) people from the Land of Black Ice, leading to the emergence of another distinct people--the Chakji.

The Gyurik seem like they might be vaguely Inuit (academics believe the latter are believed to be distantly related to northeastern Siberian migrants).

I am not familiar with any northern indigenous peoples in the real world who took shelter in burrows in winter, so not sure who exactly--if anyone--the Uirtag are modelled after. That said, natural caves or snow caves seem like potentially viable winter habitations for fantastical indigenous peoples (I just don't seem them digging burrows into the ground, for a variety of reasons).

The Zeai can evidently be added to the list of Nordic/Norse analogues.

You may also find this thread of interest: Canonfire!
I found that pithouses / dugouts were used by the real-world Chukchi.

Here's the new additions to my OP:

~Indigenous Siberian:
In Oerth:
  • Burneal Forest (~The Siberian Taiga)
  • Chakji (~Chukchi). For quotes on the Chakchi, Guryik, and Uirtag, see this post. Ancient dugouts or pithouses are found in Chukchi sites.
  • Guryik (~Koryak)
  • Uirtag (perhaps the ~Yukaghir nationality or the ~Aliutor nationality, both of which experienced Chukchi expansion into their original homelands. The name correlations are flimsy, sharing only a few mixed letters and sounds: e.g. Yukaghir vs. Uirtag: Uir- = Yu****ir ; -tag = -kag; Aliutor vs. Uirtag: Ui = iu ; tag = tor.)
~Norse:
In Oerth:
 
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Plains of the Paynims = plains of the non-Christian pagans (i.e., Muslims). See Definition of PAYNIM.
~Arab:
  • The Baklunish peoples (~Arab; other than the ~Turkic nomadic steppe peoples, who are said to be blended with the Flan):
    • The Plains of the Paynims [sic!] (~Arabs; "Paynim" is a medieval Western term for Muslims.)
    • The Paynims of the Dry Steppes
    • The Calphiate of Ekbir. The "caliphate", ruled by the "caliph" (anglicized from Arabic khilāfah, 'successor'), is the highest title in Islamic religious and political statecraft. The name "Ekbir" is evocative of the Arabic word "akbar" meaning 'greatest', seen in the common phrase: "Allahu Akbar" 'God is Greatest.
    • Ket (a blended Baklunish + Suel-Oeridian nation)
    • Tusmit
    • Ul
    • Zeif (said to be 'pure' Baklunish)
    • The Baklunish Hegira calendar ("BH") is inspired by the ~Anno Hegirae ("AH") calendar.
    • The Baklunish Pantheon: Al'Akbar (Arabic 'the greatest'), Al'Asran, Al'Zarad, Azor'alq, Daoud, Geshtai, Istus, Mouqol, Tharoth the Reaper, Xan Yae, Zuoken
 

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