Hedge

Brambles and groves hide ancient traditions from the watchful eyes of the Church. Sayings, holidays, and traditions with forgotten origins. You come from a long tradition of Hedges, keepers of the sacred groves of the Coeden Way. They are ancestors in the endless cycle.

  • 3d6 sp, mix of imperial minted coins and hacksilver
  • Rations (3 uses)
  • Torch
  • Shears (d6)
  • Root salve (heals 1d4 STR, 1 use)

What helps you tend your groves?

  1. Wildfires. You have burn scars. Take heat orbs (3 uses). An orb can be used to absorb flames, becoming warm to the touch. At high impact, a warm orb bursts into flames.
  2. Fireflies. Take a lure-jar full of fireflies. They emit a glow and require food to survive. The lure-jar, when empty, lures insects into it.
  3. Dirt construct (with a ginger root core). Small, up to your knees. Can be seeded and harvested from once a week. 4 GD, 8 STR 4 DEX 12 WIL, Punch (d6). It follows simple instructions. Give it a name. Resummon: Shape dirt around the ginger root core and wait for a week.
  4. Bees! Take a portable hive (bulky).
  5. Water. Take a cloud staff (d6 as staff, bulky, 3 charges). 1 charge to summon a raincloud for an hour. 3 charges to summon a lightning bolt (d10+d10 blast). Recharge: Collect non-magical rainwater in the staff’s gourd and drink from it.
  6. Animal sacrifice. Take a ritual knife (d6) from your predecessor. On Critical Damage, the next attack with it becomes enhanced.

Who is your forest and what have they gifted you?

  1. The Quaking Yellow, Fungal God of the Quaking Forest. Take a shieldcap. Colorful, bouncy edible shield (1 armor, does not grant extra damage). Can also be eaten as rations (3 uses). Bland flavor. If two-thirds are eaten, it no longer acts like a shield.
  2. The Blackwood Stump, great obelisk of the Deepwald, defender of the Seams. Take a black laurel crown (1 use). If you would take Critical Damage, the laurels instead turn to white stone and you act as though you made the save.
  3. The Woodwose, first Hedge of the Quaking Forest. Take woundseeds (petty, 3 uses). Plant in a wound and heal 1d6 STR. If the plant that grows from it is ever destroyed, the host suffers 1d6 STR damage.
  4. Singing Cattails, flitting spirit of the Haunt Marsh. Take plufftails (3 uses). Scatter onto any surface to turn it into Pluffmud, immobilizing any creature stepping in it.
  5. Whispered Rabbit, thrumming heart of the Wandering Pines. Take whisperbark (3 uses). Allows you to ignore any need for sleep or rest and move twice your speed. Take 1 fatigue after it wears off.
  6. Constant Sleeper, the last seed of the Lost Grove, destroyed within living memory. Take dried blooms (3 uses). Drink a tea made with the blooms to restore d6 WIL and dream of the deep secret place where the last seed resides.

Go to Bonds to round out your character.


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