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

4.4 KiB
Raw Blame History

Hailing from the mist-wreathed isles of Annwyn—or dwelling long enough among its proud duchies—imprints its traditions upon you. Annwyners live in close relationship with the land and its spirits, bound by ancestral oaths and the watchful Green Man. This culture tree reflects the oaths, songs, and spiritual connections you have internalized through birthright or long immersion in Annwyns ways.

Leading Skills

The Annwyn Culture Tree is advanced through marks gained in any of these skills:

  • Attune for deepening your bond with spirits and the Old Song.
  • Empathy for reading others hearts and observing sacred laws of hospitality.
  • History for knowledge of ancestral oaths, sacred sites, and duchy lore.

Marks from Attune, Empathy, or History may be spent to purchase abilities from this tree.

Tier Requirements:

  • Tier 1: Free if Annwyn-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 (Annwyn 1+) (Requires Annwyn birth or extended residence)

Choose one:

  1. Voice of the Old Song You gain +1 die to Spirit or Empathy rolls when invoking the Old Song in negotiation, mediation, or ritual.

  2. Spirit Sense You can sense the presence of nearby Spirits (even unseen ones); +1 die to Attune rolls involving local spirits.

  3. Hearthbound Hospitality Once per session, declare that you can find safe shelter or aid from a household or village bound by Annwyns sacred laws of hospitality.

  4. Mistwalkers Instinct You gain +1 die to Navigation or Stealth when traveling through Annwyns mists, moors, or coastal fog.


Tier 2 (Annwyn 2+)

  1. Geasa Keeper When you swear a Geasa (oath to a Spirit or mortal authority), you gain +1 die to all rolls related to fulfilling it. Breaking a Geasa now carries extra severe consequences.

  2. Duchy-Born Connections Once per session, declare that you know a contact (noble, ovate, or commoner leader) in any duchy; gain +1 die to Social rolls when calling on their aid.

  3. Spirit Dueling You may reroll 1 failed die per session in a Social or Martial duel framed as a test before Spirits or peers.

  4. Lore of the Ovates Gain +1 die to Knowledge or Ritual rolls concerning Annwyns sacred sites, standing stones, or ancestral barrows.


Tier 3 (Annwyn 3+)

  1. Blessing of the Hearth Once per session, you may remove 1 Fatigue and 1 Slight from yourself and an ally by sharing a story, song, or ritual meal at a hearthfire.

  2. Eldsingers Cadence You may roll Spirit + Performance to sway or pacify hostile Spirits; on a margin of 2+ successes, they withdraw or listen.

  3. Dukes Favor Once per session, you may declare you carry the protection or patronage of a duchys noble house; gain +1 die to Persuasion or Command when invoking it.

  4. Spirit-Champions Resolve When defending sacred land or Annwyners in danger, gain +1 die to all Combat rolls for 1 scene.


Tier 4 (Annwyn 4+)

  1. Sanctified by the Green Man You may call upon the Green Man once per session; ask the GM one question about the health of the land, hidden threats, or spirits. Answer will be cryptic but precise.

  2. Song of the Dead You may perform a rite to quiet restless spirits or redeem broken oaths; success margin 2+ removes a local spiritual disturbance permanently.

  3. Mist Sovereign Once per session, control the islands mists for a scene; enemies in range take 2 dice to Navigation and ranged attacks, while allies gain +1 die to Stealth.

  4. Knight of the Green Table You are considered an honorary Oathknight; once per session, treat any oath-bound action as if you rolled maximum successes. Breaking oaths you swear now carries mythic consequences.


Why This Works

  • Tier 12: Ground the character in Annwyns culture: Spirit bonds, hospitality, and duchy-specific ties.

  • Tier 3: Introduces leadership, Eldsinger influence, and deeper spiritual abilities.

  • Tier 4: Elevates the character to mythic Annwyn status—champion of the Green Man, full control over spirits and sacred land.