If I were to design a game, I'd avoid trying to depict real life cultures at all, no Asian, no European, no African. The pitfalls are too many: you risk being accused of cultural appropriation, you risk being accused of depicting people of culture A in the trapping of culture B, you risk what you mentions, if you depicts a real life culture, you'll risk to be accused not to include enough of them or worse of mixing disparagely several distinct cultures as a single one... I am not sure it's worth the risk having ANY culture in a published product today evocative of a real life culture (and with gender equality and magic, I think any culture depicted in the game can be distinctive enough from any real life culture. Eberron's Breland is beginning 19th century England and Aundair is France, but it's a deliberate risk taken by the author, not because aspects of the Eberron world necessitated having not-France and not-England and couldn't produce truly original cultures based on the premises.