3.9 KiB
Here is the Pharosian City-States Culture Tree, reflecting the land’s void-tainted traditions, ancient technocracy, and hierocratic discipline: Pharosian City-States Culture Tree Introduction To live in Pharos is to dwell in the shadow of immortal rulers and ancient voidcraft. Its citizens are steeped in ritual precision, caste duty, and awe before the Star Obelisks that sustain the cities. This culture tree represents the esoteric knowledge, Initiate influence, and spiritual discipline gained by those who endure the strange elegance of the Sorcerer Kings’ domain. Leading Skills You advance this tree using marks from any of the following skills: • Spirit (Attune/Rituals) – for surviving the void’s touch and understanding the Star Doctrine. • Etiquette – for navigating Pharos’ rigid hierarchies and Initiate oversight. • Alchemy/Knowledge – for accessing the secrets of voidcraft, medicine, and ancient technomagic. Tier Requirements: • Tier 1: Free if Pharosian-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 (Pharos 1+) Choose one: • Initiate’s Mask – Gain +1 die to Etiquette or Deception when invoking or imitating Initiate authority. • Void-Touched Discipline – Gain +1 die to Spirit rolls when resisting fear or void influence. • Obelisk Sense – You can detect active Star Obelisks and void-taint in an area; +1 die to Survival or Spirit when near them. • Caste-Knowledge – Once per session, call on your caste’s hidden privileges or networks; +1 die to Social rolls in urban Pharosian centers. Tier 2 (Pharos 2+) • Sanctum Access – Once per session, declare you have legitimate entry into an Initiate-controlled sanctum, archive, or temple district. • Alchemy Savant – Gain +1 die to Alchemy or Knowledge rolls involving medicines, toxins, or void-inflected substances. • Spirit Bargainer – Once per session, reroll one failed Spirit or Binding die when negotiating with lesser spirits or void echoes. • Codex Reader – You may consult fragments of the Grand Codex; gain +1 die when invoking Pharosian law or tradition. Tier 3 (Pharos 3+) • Initiate Patronage – Declare a major Initiate or temple figure will intervene on your behalf (sanctuary, intelligence, or resources). • Geometric Savant – Once per session, reroll one failed Knowledge or Spirit die when navigating urban Pharosian layouts or geomantic structures. • Void Ward – You may craft or carry minor wards that repel lesser void manifestations; they grant +1 die to Spirit rolls for 1 scene. • Caste Manipulator – Once per session, decisively sway or disrupt a faction or caste by exploiting void-faith obligations or social codes. Tier 4 (Pharos 4+) • Eldest’s Favor – Once per session, you may invoke the authority of the Sorcerer Kings; enemies must roll Spirit vs difficulty 3 to openly defy it. • Sanctum Authority – You may command temple officials and spirit-bound servitors in one city for a single mission; they treat your word as law. • Voidcaller's Insight – Once per session, ask the GM one cryptic but precise question about void-taint, spirits, or celestial alignments. • Codex Rewriter – You may alter or reinterpret fragments of the Grand Codex; once per session, decisively alter a legal or ritual outcome in Pharosian territory. Why It Works • Tier 1–2: Builds survival instincts, social leverage, and Initiate awareness in the rigid Pharosian hierarchy. • Tier 3–4: Introduces temple patronage, spiritual wards, and high-level authority that lets you navigate or manipulate void-faith structures. 🔥 Do you want me to now tackle the Tlaxcaltec City-States Culture Tree (jungle ambush, sacred beasts, and blood magic)? Or should we close the loop by drafting the Relic Subsystem, since so many culture trees now hook into it?