39 lines
No EOL
3.8 KiB
Markdown
39 lines
No EOL
3.8 KiB
Markdown
Got it—no relic integration in the Temerian Empire tree. This one will focus purely on imperial authority, military power, and civic privileges. Here’s the cleaned-up version:
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Temerian Empire Culture Tree (Final)
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Introduction
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To live in the Temerian Empire is to be bound by discipline, shaped by the shadow of the legions, and uplifted by the infrastructure of the greatest realm in Mentralin. Citizens of the Empire wield the weight of imperial law and the confidence of belonging to a conquering civilization. This tree represents the military rigor, political leverage, and imperial pride that define those steeped in Temeria’s ways.
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Leading Skills
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You advance this tree using marks from any of the following skills:
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• Tactics – for command and understanding the legions’ military doctrines.
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• Etiquette – for navigating the Empire’s rigid hierarchies.
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• Spirit (Discipline) – for internalizing the Empire’s ideology and resisting corruption or fear.
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Tier Requirements:
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• Tier 1: Free if Temerian-born or after 1+ year of service/residence.
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• Tier 2: One of the leading skills at Rank 2.
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• Tier 3: One of the leading skills at Rank 3.
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• Tier 4: One of the leading skills at Rank 4.
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Tier 1 (Temerian 1+)
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Choose one:
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• Legion’s Drill – Gain +1 die to Tactics or Combat when fighting in formation with allies.
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• Imperial Citizenship – Once per session, you may invoke citizenship privileges (access, respect, or reduced penalties); +1 die to Social rolls in Temerian territory.
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• Codex-Bound – Gain +1 die to resist fear or coercion by appealing to imperial law and discipline.
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• Imperial Logistics – Gain +1 die to Survival or Resource rolls when using imperial roads, outposts, or supply chains.
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Tier 2 (Temerian 2+)
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• Tribunal Access – Once per session, declare you can bring a matter directly to a Tribune, bypassing intermediate authority.
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• Infrastructure Savvy – Reduce travel time by half on imperial roads and waterways; gain +1 die to Logistics or Tactics using infrastructure.
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• Void-Screen Training – Gain +1 die to Spirit rolls against corruption or void-taint.
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• Legion Quartermaster – Once per session, requisition equipment, supplies, or a detachment of auxiliary troops for a mission.
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Tier 3 (Temerian 3+)
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• Senate Whisperer – Once per session, declare you have influence with a senator; gain +1 die to Persuasion or Deception in political matters.
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• Legate’s Authority – Command a detachment of legionnaires or civil enforcers for 1 mission; they treat your word as law.
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• Martial Charta – Once per session, leverage imperial law to seize property, disrupt enemies, or compel cooperation.
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• Imperial Favor – You may call upon a noble patron for significant aid (resources, intelligence, protection), but incur a political debt.
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Tier 4 (Temerian 4+)
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• Imperial Mandate – Once per session, issue an edict that carries the force of the Emperor’s name; enemies must roll Spirit vs difficulty 3 to openly defy it.
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• Legion Commander – Allies fighting under your orders gain +1 die to Combat rolls for 1 scene; the legions respond to your command without hesitation.
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• Inquisition’s Reach – Call upon the Empire’s secret intelligence to suppress an enemy faction or eliminate a threat; success carries political costs.
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• Senatorial Powerbroker – Once per session, decisively sway a Senate decision or political reform through your influence network.
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Why It Works
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• Tier 1–2: Builds foundations of citizenship, logistics, and military discipline.
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• Tier 3–4: Unlocks large-scale authority, political leverage, and the ability to wield the legions and imperial institutions as tools.
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🔥 Next: Should we tackle the Pharosian City-States (ancient void-tinged aristocracy and arcane knowledge) or Tlaxcaltec City-States (blood magic, sacred beasts, and jungle dominance)? |