vaelora/Rules/Ability Trees/Cultures/Golden coast tree.md
2025-08-01 09:16:36 +02:00

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Here is the Golden Coast Culture Tree, based on the regions dazzling mix of ambition, artistry, naval mastery, and vendetta culture: Golden Coast Culture Tree Introduction The Golden Coast is a land of unrestrained freedom and ambition—a dazzling web of independent city-states, merchant dynasties, mystery cults, and mercenary fleets. To be shaped by this region is to treat life as a stage: reputation is your greatest weapon, charm your armor, and audacity your birthright. This tree reflects the skills of survival, influence, and danger that define Coastlanders, whether born of the cities sun-drenched stone or hardened on the decks of corsair vessels. Leading Skills You advance this tree using marks from any of the following skills: • Persuasion for leveraging charm and reputation in cutthroat politics. • Streetwise for navigating vendettas, hidden networks, and urban survival. • Navigation for maritime daring and the naval mastery that defines the Coast. Tier Requirements: • Tier 1: Free if Golden Coast-born or after 1+ year of residence. • 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 (Golden Coast 1+) Choose one: • Charm of the Coast Gain +1 die to Persuasion in situations where reputation, style, or flair matters. • Sailors Instinct You gain +1 die to Navigation or Seafaring checks when working on a ship or near coastal waters. • Festival Blood Once per session, declare that you know of or can organize a festival, duel, or spectacle to gather allies or distract foes. • Wandering Folk Ties You begin at +1 Bond level with the Traveling Folk caravans and may call on them for minor favors or safe passage. Tier 2 (Golden Coast 2+) • Master of Masks You may reroll one failed die per session when bluffing, impersonating, or using a false identity. • Vendetta Savvy You gain +1 die to Streetwise or Social rolls when engaging with feuds, blood debts, or the citys unwritten codes. • Corsairs Edge Gain +1 die to Navigation or Combat rolls when aboard a ship; you may identify naval weaknesses with a single glance. • Hidden Patronage Once per session, declare you have a minor merchant, noble, or guild contact willing to provide a favor (with a cost attached). Tier 3 (Golden Coast 3+) • Duelists Prestige When you challenge an opponent to a formal duel, gain +1 die to all rolls for the duration; victory also raises your reputation in the city. • Festival Architect Once per session, you may orchestrate a public spectacle (festival, race, duel) to influence public opinion or conceal a covert action. • Salt and Shadow You may reroll one failed Stealth or Streetwise die per session in crowded urban areas or harbors. • Sea-Lords Favor You gain +1 die to Command or Negotiation rolls with sailors, pirates, and navies when your reputation precedes you. Tier 4 (Golden Coast 4+) • Crownless Prince Once per session, declare a major faction or city council will hear you out; your reputation grants you an audience even without formal power. • Harbor Sovereign When acting in your home city, all allies gain +1 die to rolls for 1 scene; your influence permeates its streets and docks. • Blood in the Water Once per session, you may exploit vendetta culture: choose one NPC faction or leader, they turn hostile toward another faction of your choice. • Corsair King/Queen You command immense respect at sea: once per session, any naval force loyal to the Coast treats your word as law, even pirates. Why It Works • Tier 12: Build social agility, urban survival, and initial influence. • Tier 3: Tap into the Coasts culture of dueling, vendettas, and spectacle as tools. • Tier 4: Elevate to a figure capable of shifting city-states, navies, or entire factions with reputation and cunning. 🔥 Do you want to tackle the Temerian Empire next (militarism, void cult, imperial discipline)? Or go into The Reaches with its split City-States, Frontier Folk, and Mountain Tribes?