### **Introduction** To be shaped by the Ashenvale Woods is to become part of a greater living organism. Whether born of the Myou or accepted into their fungal intimacy, you carry spores of memory, subtle emotional resonance, and a worldview where growth and decay are sacred. This tree represents the **forest’s legacy in you**—its silent vigilance, spore-born gifts, and connection to the ancestral Threads beneath the soil. --- ### **Leading Skills** You advance this tree using marks from any of the following skills: - **Attune** – for spore-communion, spirit melding, and the forest’s subtle whispers. - **Stealth** – for moving unseen and unheard within living terrain. - **Herbalism** – for manipulating spores, toxins, and fungal medicine. **Tier Requirements:** - **Tier 1:** Free if Myou-born or lived 1+ year in Ashenvale’s inner woods. - **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 (Ashenvale 1+)** Choose one: 1. **Spore Sense** – You may sense nearby spirits, emotional auras, or fungal networks; +1 die to Attune when within natural terrain. 2. **Forest’s Embrace** – Once per session, automatically find safe shelter or a hidden path when in deep wilderness. 3. **Underskein Memory** – You can recall ancestral impressions carried in spores; +1 die to History or Occultism related to Ashenvale or its spirits. 4. **Rooted Serenity** – You gain +1 die to resist fear or emotional manipulation when you can feel the forest floor beneath your feet. --- ### **Tier 2 (Ashenvale 2+)** 1. **Spore Weaving** – Once per scene, mark a die as **Effectful** to release spores that distract, confuse, or sedate nearby foes. 2. **Communal Breath** – You may form a temporary empathic link with willing allies in 5m; all linked characters may share 1 die on a roll once per scene. 3. **Whisperblades** – You gain +1 die to ambush or assassination attempts in forests or ruins reclaimed by nature. 4. **Ancestral Kinship** – When negotiating with Myou or forest-aligned spirits, you begin at +1 Bond level. --- ### **Tier 3 (Ashenvale 3+)** 1. **Memory Bloom** – Once per session, release spores carrying ancestral memory; allies who inhale them gain +1 die to Spirit rolls for 1 scene. 2. **Living Pathways** – You can travel along Ashenvale’s hidden fungal trails; once per session, cut travel time by half when moving through natural terrain. 3. **Hollow Bark Discipline** – You may reroll one failed die per scene when observing or tracking enemies from hiding. 4. **Crimson Bloom Toxin** – You may coat a weapon or spore-cloud with paralytic or hallucinogenic toxins (costs downtime or rare materials); on a success margin 2+, target gains 1 Fatigue or is incapacitated. --- ### **Tier 4 (Ashenvale 4+)** 1. **The Grove Remembers** – Once per session, ask the GM one question about events that occurred in the area, drawing on the forest’s mycelial memory. 2. **Melded Soul** – You may merge with a forest spirit for 1 scene; gain +2 dice to Attune and Herbalism and ignore Wounded penalties. Afterward, roll Spirit vs difficulty 2 or take 1 Fatigue. 3. **Underskein Dominion** – You may awaken the forest against trespassers; all enemies in 5m take –2 dice to all physical rolls as roots, spores, and hallucinations hinder them. 4. **Eternal Thread** – If slain in Ashenvale, your essence merges with the Underskein; you may be regrown by Myou spore-elders after a season with narrative consequences. --- ### **Why It Works** - **Tier 1–2:** Connects the character to spores, the forest’s protection, and its memory network. - **Tier 3:** Expands into battlefield manipulation and Myou-legacy powers. - **Tier 4:** Brings mythic communion with the forest and its spirits. --- 🔥 Do you want me to now **draft the Temerian Empire Culture Tree** next, or focus on a high-variation one like **The Reaches (City-States, Frontier, Mountain Tribes)**?