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?
- 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.
- 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.
- 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.
- Bees! Take a portable hive (bulky).
- 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.
- 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?
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.