vaelora/Rules/Ability Trees/Cultures/Ashenvale Woods.md
2025-08-01 09:16:36 +02:00

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### **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 **forests legacy in you**—its silent vigilance, spore-born gifts, and connection to the ancestral Threads beneath the soil.
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### **Leading Skills**
You advance this tree using marks from any of the following skills:
- **Attune** for spore-communion, spirit melding, and the forests 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 Ashenvales 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**.
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### **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. **Forests 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.
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### **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.
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### **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 Ashenvales 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.
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### **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 forests 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.
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### **Why It Works**
- **Tier 12:** Connects the character to spores, the forests 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.
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🔥 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)**?