Here’s the Reaches – Frontier Folk Culture Tree, tuned for the harsh, self-reliant life in the lawless borderlands: The Reaches – Frontier Folk Culture Tree Introduction To survive in the frontier is to know isolation, community, and the wilderness as intimately as your own blood. The Frontier Folk live scattered across backwater settlements and lonely homesteads, with only each other to rely on when the dark things from the wilds come calling. This culture tree embodies their rugged self-reliance, community ties, and uncanny familiarity with the borderlands. Leading Skills You advance this tree using marks from any of the following skills: • Survival – for foraging, crafting, and enduring harsh conditions. • Tracking – for hunting predators, spirits, and raiders in the wilderness. • Empathy – for navigating close-knit communities and building trust. Tier Requirements: • Tier 1: Free if frontier-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 (Frontier 1+) Choose one: • Hearthfire Hospitality – Once per session, call on sacred hospitality laws: frontier folk must offer you shelter and food unless openly hostile. • Rugged Self-Reliance – Gain +1 die to Survival when crafting, foraging, or building defenses. • Monster-Wary – Gain +1 die to Observation or Tracking when checking for predators, monsters, or raiders. • Friend of the Land – You can always find clean water and basic forage in familiar wilderness; +1 die to Empathy rolls with rural locals. Tier 2 (Frontier 2+) • Hunter’s Resolve – Once per session, reroll one failed Tracking or Combat die when facing a dangerous creature or raiders. • Ties That Bind – Allies gain +1 die to Social rolls with rural communities when you vouch for them. • Ward-Crafter – You can craft simple talismans to repel hostile spirits or animals; they grant +1 die to Spirit rolls for 1 scene. • Emergency Muster – Once per session, rally a village or camp to help (provide manpower, watch the road, assist in a defense). Tier 3 (Frontier 3+) • Frontier Reputation – Your name carries weight: allies gain +1 die on Social rolls with settlements and trading posts. • Hearthfire Rally – Once per session, rally locals to fight for themselves: allies gain +1 die to Combat rolls for the scene. • Corruption Scourge – Gain +1 die to Spirit rolls when cleansing tainted land, beasts, or spirits. • Wilderness Guide – Once per session, cut travel time in half through dangerous terrain without drawing attention. Tier 4 (Frontier 4+) • Beacon of Hope – Once per session, unify multiple communities for a decisive effort (defense, search-and-rescue, mass evacuation). • Hunter of Horrors – Gain +1 die to all rolls when fighting void-tainted entities, monsters, or corrupted spirits. • Silent Protector – Once per session, automatically evade detection or pursuit in your familiar territory. • Borderland Authority – In your region, you may treat your word as law for 1 scene; enemies and allies alike hesitate to defy you without cause. 🔥 Do you want me to finish the Mountain Tribes Culture Tree next (clan oaths, ancestral spirits, and storm-wracked survival)? Or shift over to Temerian Empire after we close out the Reaches?