vaelora/Rules/Ability Trees/Cultures/Mountain folk.md
2025-08-01 09:16:36 +02:00

3.4 KiB
Raw Blame History

Heres the Reaches Mountain Tribes Culture Tree, centered on clan honor, ancestral spirits, and survival in the harsh Shatar mountains: The Reaches Mountain Tribes Culture Tree Introduction The mountain tribes of the Reaches live high in the storm-wracked Shatar range, where winter never fully relents and each clans name is bound by blood, oath, and tradition. This tree represents the ancestral strength, spiritual bonds, and fierce independence forged by generations surviving the high peaks. Leading Skills You advance this tree using marks from any of the following skills: • Tracking for hunting and navigating the mountains. • Spirit (Attune) for binding spirits, listening to ancestors, and honoring oaths. • Melee for clan warfare, ritual combat, and storming enemies. Tier Requirements: • Tier 1: Free if mountain-born or after 1+ year of residence with a tribe. • Tier 2: One of the leading skills at Rank 2. • Tier 3: One of the leading skills at Rank 3. • Tier 4: One of the leading skills at Rank 4. Tier 1 (Tribes 1+) Choose one: • Name-Earned Gain +1 die to Persuasion or Command with other clans after invoking your earned name and deeds. • Mountain-Kin Gain +1 die to Tracking or Survival when traversing the Shatar range and its foothills. • Old Packs Howl Once per session, unleash a terrifying war-cry; enemies must roll Spirit vs difficulty 2 or Falter. • Ancestors Eye Gain +1 die to Spirit rolls when interpreting omens or communing with clan ancestors. Tier 2 (Tribes 2+) • Blood Oath Gain +1 die to Melee when fighting beside a sworn ally or in vengeance for an oath-breaker. • Spirit Trial Once per session, reroll one failed Spirit die when completing a ritual or seeking guidance from the ancestors. • Wolf-Sisters Favor Call upon the Daughters of the Wolf for aid once per session (tracking, sabotage, or intelligence) at a steep cost. • Stormborn Endurance Gain +1 die to resist Fatigue, cold, and deprivation while traveling the high peaks. Tier 3 (Tribes 3+) • Stormcallers Gift Once per session, call upon the Stormfather; gain +2 dice to Spirit rolls in open-air combat or rituals. • Ancestors Fury Allies gain +1 die to Melee when avenging a fallen clanmate or fulfilling an oath-bound vengeance. • Pack Unity Once per session, all allies gain +1 die to rolls when acting together as a group for 1 scene. • Chieftains Authority Declare a major contact or favor from your tribes leadership (resources, fighters, or sacred artifacts). Tier 4 (Tribes 4+) • High Chieftains Decree Once per session, you can unify multiple clans for a decisive campaign or cause. • Fangs of the Old Wolf Once per session, enter a blood trance: gain +2 dice to all Melee rolls for 1 scene; at the end, take 1 Fatigue. • Ancestor-Bound Once per session, invoke the direct aid of an ancestral spirit; treat one Spirit roll as Effectful (maximum successes). • Storm Sovereign While on your clans sacred ground or under open skies, allies within 10m gain +1 die to Spirit rolls, and enemies take 1 die to resist fear or intimidation. 🔥 Do you want me to now tackle the Temerian Empire Culture Tree (militarism, void cult, and imperial authority)? Or jump to one of the smaller but distinct regions left (like Pharosian City-States or Tlaxcaltec City-States)?