4.1 KiB
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:
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Attune – for spore-communion, spirit melding, and the forest’s subtle whispers.
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Stealth – for moving unseen and unheard within living terrain.
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Herbalism – for manipulating spores, toxins, and fungal medicine.
Tier Requirements:
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Tier 1: Free if Myou-born or lived 1+ year in Ashenvale’s inner woods.
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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.
Tier 1 (Ashenvale 1+)
Choose one:
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Spore Sense – You may sense nearby spirits, emotional auras, or fungal networks; +1 die to Attune when within natural terrain.
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Forest’s Embrace – Once per session, automatically find safe shelter or a hidden path when in deep wilderness.
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Underskein Memory – You can recall ancestral impressions carried in spores; +1 die to History or Occultism related to Ashenvale or its spirits.
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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+)
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Spore Weaving – Once per scene, mark a die as Effectful to release spores that distract, confuse, or sedate nearby foes.
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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.
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Whisperblades – You gain +1 die to ambush or assassination attempts in forests or ruins reclaimed by nature.
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Ancestral Kinship – When negotiating with Myou or forest-aligned spirits, you begin at +1 Bond level.
Tier 3 (Ashenvale 3+)
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Memory Bloom – Once per session, release spores carrying ancestral memory; allies who inhale them gain +1 die to Spirit rolls for 1 scene.
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Living Pathways – You can travel along Ashenvale’s hidden fungal trails; once per session, cut travel time by half when moving through natural terrain.
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Hollow Bark Discipline – You may reroll one failed die per scene when observing or tracking enemies from hiding.
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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+)
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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.
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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.
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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.
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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
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Tier 1–2: Connects the character to spores, the forest’s protection, and its memory network.
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Tier 3: Expands into battlefield manipulation and Myou-legacy powers.
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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)?