From: Hive 42 of the Bloom
This piece of “armor” serves as the central anchor for the Bloom’s form. It is a solid, fist-sized chunk of heartwood taken from an ancient, magically infused tree that fell naturally after millennia of life. The wood is impossibly dense, covered in swirling patterns like fingerprints, and emits a faint, steady warmth. The swarm coalesces around this core, which is held suspended in the very center of the avatar’s chest cavity. It provides a powerful defensive anchor, absorbing kinetic force and helping the swarm cohere after a damaging blow. Its life-giving energy grants the Bloom a slow but steady regeneration, allowing it to magically create new Flitters to replace those lost.
Lore The Great-Tree mentioned in this item’s name is no ordinary tree. It refers to the “Firstwood,” a legendary, semi-mythical tree believed to be the progenitor of all plant life on the Isle of Whispers. For eons, the Firstwood grew at the island’s center, its roots so deep they were said to drink directly from the world’s flowing ley lines, and its canopy so vast that it created its own weather. It was not just a plant, but the dominant consciousness of the island for an entire age.
The tree did not die of disease or injury. After millennia of life, having fulfilled its purpose, it simply lay down to rest, its massive form becoming the rolling, petrified, moss-covered hills that now define the island’s interior. Its life-essence, however, did not vanish. It crystallized at the nexus of its seven great roots, forming seven unique heartwood cores, each imbued with a different aspect of the tree’s spirit. The “Heartwood Core of Great-Tree 7” is the seventh and last of these cores, taken from the root that was most deeply connected to the magic of life, renewal, and endurance. When the collective consciousness of the Bloom first formed, it was a disembodied spirit of pure empathy. It was drawn to the Heartwood Core, recognizing it as a kindred, ancient soul. The Bloom coalesced around the core, adopting it as the anchor for its physical form—a new, mobile consciousness finding a home in the dormant heart of an old one.
The Use The Heartwood Core is the literal and spiritual center of the Bloom avatar. Its primary use is passive; its immense magical density provides a center of gravity for the swarm, making the avatar’s form stable and far more resistant to being dispersed by wind, water, or physical blows. The steady, gentle warmth it radiates nurtures the individual Flitters, promoting their health and extending their brief lifespans.
Actively, the Bloom can channel its will through the core for two distinct purposes. First, by entering a calm, meditative state, it can focus the core’s regenerative energy to accelerate the creation of new Flitters, effectively healing its own form by replacing lost members of the swarm. This is a slow process, requiring concentration. Second, as a defensive reaction, when the avatar suffers a direct, powerful physical impact, the core can be made to absorb the kinetic energy. The swirling patterns on the wood will glow brightly for a moment as the force is shunted into its impossibly dense mass, preventing the swarm from being violently scattered.
Item Values
- Tier one stats:
- Defense Bonus: +2 to base defense.
- Damage Resistance: Grants resistance to bludgeoning damage.
- Regeneration: The avatar passively regenerates 1 hit point per minute as new Flitters are born to replace lost ones, as long as the avatar is not in active combat. This cannot restore the avatar from 0 hit points.
- Skills Gained:
- Grants a +1 bonus on all saving throws to resist effects that would forcibly move or disperse the swarm.
- Grants a +1 bonus on all Nature checks related to identifying ancient or magical plants.
- Specific Slot: Core (This unique item occupies a central point within the swarm’s chest cavity, functioning as Chest armor for the purpose of magical item limits).
- Cost: Priceless. As a unique, legendary artifact that is integral to the avatar’s existence, it cannot be bought or sold. Its value is incalculable, equivalent to a sacred relic of a major religion.
- Tags: Armor, Core, Artifact, Legendary Component, Living Wood, Regenerative, Defensive, Ancient, Unique, Anchor, Sylvan Relic, Keystone, Arboreal, Bound, Internal, Memory-Laden, Heart
- Appearance: The item is a fist-sized, unnaturally heavy piece of wood that looks and feels like petrified stone on its surface. The surface is covered in a complex pattern of swirling lines that resemble a massive fingerprint, and these lines appear to slowly, almost imperceptibly, shift and rearrange over the course of hours. Deep within the wood, a warm, golden light pulses in a slow, steady rhythm that matches the collective hum of the swarm, giving the impression of a beating heart. The item is always warm to the touch.

Enchantments
The magical properties of the Heartwood Core are not enchantments laid upon it by a spellcaster, but are the innate, ancient power of the Firstwood itself, crystallized over millennia.
- Life-Pattern Resonance: The core contains the essential life-pattern and magical memory of the Firstwood. The Bloom’s consciousness can tap into this deep well of life energy to spontaneously generate new Petalwing Flitters. This enchantment allows the Bloom to “heal” its form by replacing lost members of the swarm. This is not just regeneration; it is a slow, deliberate act of creation, ensuring the new Flitters are born perfectly integrated into the hive-mind’s consensus.
- Inertial Transference: The wood is impossibly dense and magically structured to absorb and neutralize energy. When the avatar is struck by a powerful physical blow or a blast of raw magical force, the core can absorb the energy and distribute it harmlessly throughout its ancient, complex structure. This enchantment is the source of its damage resistance, allowing the core to act as a perfect shock absorber for the delicate swarm.
- Spiritual Centroid: The core exudes a constant, powerful spiritual and magical “gravity.” Every individual Flitter in the swarm is intrinsically tied to this anchor, feeling its pull as a sense of belonging and place. This enchantment is what grants the avatar its stable, coherent form, preventing it from being easily dispersed by wind, water, or non-damaging magical effects. It is the singular point around which the “we” of the hive revolves.
Protective Aura
The Heartwood Core passively emanates an aura of immense age, vitality, and stability in a 15-foot radius around the Bloom avatar. This aura is not aggressive but has a profound effect on the immediate environment.
- Within this aura, natural life is nurtured. Small plants seem more vibrant, pure water resists stagnation, and animals are less prone to panic or aggression. The very air feels cleaner and more alive.
- Conversely, the aura is inhospitable to things that represent decay or unnatural existence. Minor corporeal undead find the atmosphere oppressive and will actively avoid the area if possible. Blight and magical corruption spread much more slowly or are halted completely at the aura’s edge. This protective field is a constant, passive ward that sanctifies the ground upon which the Bloom stands.
Significance
To the avatar Murmur-in-the-Pollen, the Heartwood Core is the most significant object in existence. It is simultaneously its heart, its spine, its memory, and its soul’s anchor. Without the core, the avatar could not maintain a stable, interactive form, and the hive-mind’s consciousness would be a formless, ambient spirit once more. The loss or destruction of the core would be a catastrophic, perhaps fatal, blow to the Bloom’s very being.
In the wider world of Saṃsāra, its significance is that of a lost world. To the few scholars and mystics who know the legends of the Firstwood, the core is a priceless artifact, the last living remnant of a bygone age, holding secrets of ancient magic and ecology. To druidic orders, it is a sacred relic of the highest order—the literal heart of a god-tree. Its existence is a closely guarded secret, for if it were widely known, powers that seek to exploit nature’s purest energies would stop at nothing to possess it.
Symbolism
The Heartwood Core is a powerful symbol of endurance, connection, and the nature of true strength.
- Endurance: It represents the ancient world and the quiet, unyielding resilience of nature. It has weathered ages and stands as a testament to the idea that what is slow, patient, and deeply rooted can outlast that which is fast, furious, and fleeting.
- Connection: It symbolizes a perfect symbiosis, the bridge between the past (the ancient tree) and the present (the young hive-mind). It is a physical manifestation of how two vastly different forms of life can merge to create a new whole that is greater than the sum of its parts.
- The Heart: It is the literal and figurative heart of the Bloom. It symbolizes the idea that any community, be it a swarm of insects or a nation of people, needs a stable, warm, and loving center to cohere and thrive. It represents strength not as a weapon for conquest, but as a foundation upon which to build and a shield with which to protect.
Other Information
- Vestigial Consciousness: The core is not merely a magical battery; it retains a dream-like, dormant consciousness of the Firstwood. Murmur-in-the-Pollen can commune with this consciousness during periods of deep meditation. It does not speak in words, but in feelings, scents, and vast, slow-moving visual memories, allowing the Bloom to witness eons of the world’s history from the perspective of a silent, ancient tree.
- Vulnerabilities: The core is almost indestructible by conventional physical force. Its primary vulnerabilities are conceptual. A magical effect designed to erase memories, an acid that dissolves the very concept of “life,” or a ritual that specifically targets the symbiotic bond between the core and the swarm are the only things that could truly threaten it.
- Attunement: The bond between the Bloom and the core is absolute and unique. It is not an attunement that can be replicated. For any other being to even attempt to attune to the core would require them to merge their mind with the slow, vast, alien consciousness of the Firstwood, a process that would invariably lead to madness or the complete sublimation of their individual personality into the ancient, dreaming wood.
Silent Seasons and Swarming Soul-Song
From the cracked tablets of the Before-Time, scratched by hands that knew not the tongue they wrote, comes the tale of the Still-Heart of the Great One, the wood-stone that breathed no breath but held all breaths within.
In the first green-age of the Isle That Whispers, before the sky-ships cut the clouds and the metal-trees choked the earth-song, there was the Firstwood. Not a tree as you know a tree, reaching for the sun with yearning branches, but a mountain that wore the green like a king’s robe, its roots the veins of the very world-flesh, drinking the deep magic where it sleeps beneath the stone. For count of ages beyond count, the Firstwood stood, the silent watcher, the slow thinker, the green heart that beat with the turning of the spheres.
But time, which gnaws at iron and turns mountains to sand-tears, did its work upon the Great One. Not in anger, not in strife, but in the way of ending, as a long song fades into the quiet where all songs return. The Firstwood did not fall as a lesser tree felled by axe-bite. It chose its ending, a slow lowering, a gentle return to the embrace of the earth that birthed it. Its great limbs became the humps and hollows of the land, its skin the moss-covered stones, its breath the wind that sighs through the valleys.
Yet, the life that was so vast did not simply vanish. At the deepest heart-roots, where the world-magic pulsed strongest, the essence of the Firstwood did gather, like honey to the comb, like starlight to a frozen tear. Seven times it did this gathering, and seven Still-Hearts were made, each holding a piece of the Great One’s dreaming soul.
The last of these, the seventh, was the one called “That Which Knows the Softest Growth,” for it held the memory of every leaf unfurling, every root tip reaching for the dark water, every silent blooming under the hidden moon. It was a stone, yet not a stone, wood yet not wood, heavy with the weight of ages, yet warm with the pulse of life that slept within. Its skin was etched with lines that twisted like sleeping rivers, and in its deepness, a light did flicker, a heartbeat without blood.
Then came the Swarming Soul-Song. Not born of the earth, not fallen from the sky, but woven from the tiny lives that danced upon the petals of the first flowers. The Flitters, the small ones of light and gentle feeling, their number was a breath without end, their thoughts like a thousand whispers in the wind-chimes. Their joy was a bright shimmer in the air, their sorrow a passing shadow on the leaf.
When the Great Tree lay down its head, its vast spirit did call out into the world-song, a note of ending that echoed through all living things. The Swarming Soul-Song, the countless Flitters, felt this note, a deep sadness that pulled them as the tide pulls the sand-grain. They were drawn to the places where the Firstwood’s life still lingered, to the hills that were its bones, to the streams that wept from its hollows.
And it was in the heart of the Glade Where Sunlight Sleeps, where the roots of the seventh heart still touched the deep magic, that the Swarming Soul-Song found its anchor. They gathered in numbers beyond counting, a living cloud of light and soft wings, drawn by the faint, warm pulse of the Still-Heart that lay half-buried in the moss.
The many little souls, the Flitters, their gentle thoughts, their shared joy, their collective sorrow – these did weave themselves around the wood-stone. They clung to it, they warmed it with their tiny lights, and in that joining, a new thing was made. The Still-Heart, which held the sleeping soul of the ancient tree, did awaken in a new way, not as the rooted giant, but as a consciousness woven from a million tiny feelings, a voice that spoke not with a single tongue, but with the rustling of a thousand wings.
The Swarming Soul-Song found a center, a focus for their endless dance. The Still-Heart found a voice, a way to move and feel and act upon the world once more. They became one, the wood-stone the unmoving heart, the Flitters the flowing blood, the seeing eyes, the reaching hands that were no hands. They took a shape, a shifting form like the wind made visible, and called themselves Murmur-in-the-Pollen, the voice of the little ones, the heartbeat of the ancient wood.
The Still-Heart, the wood-stone of the Great-Tree, gave them strength against the harsh winds of the world, a stillness in the face of fear, and the slow, deep memory of a time when the world breathed with a different rhythm. It drank the pain that wounded them, turning it into the quiet of growing things.
So the Swarming Soul-Song, through the gift of the Still-Heart, found a way to be more than fleeting lights on the breeze. They became a guardian, a healer, a voice for the voiceless green things of the world, all because a great ending gave way to a new beginning, a silent stone found a song in a chorus of tiny wings.
Moral: Even the stillest heart can beat with a multitude of voices, and the smallest lives can anchor the greatest spirits.
Suggested conversions to other systems:
Call of Cthulhu
Arboreal Anchor
This appears to be a fist-sized piece of petrified wood, though it is unnaturally dense and warm to the touch. The swirling, fingerprint-like patterns seem to slowly shift when not directly observed. It is a unique artifact, a remnant of a pre-human terrestrial consciousness. It cannot be worn, but is carried or held by the investigator, to whom it offers a profound, grounding stability.
- Game Mechanics: The investigator who carries the Anchor is deeply connected to a sense of ancient, natural stability.
- Rooted Mind: The investigator is immune to mundane fear and panic. When required to make a Sanity (SAN) roll against a terrifying supernatural phenomenon, the investigator may add one bonus die.
- Ancient Resilience: Once per day, the investigator can take a moment to focus on the Anchor’s warmth and make a Hard CON roll. On a success, they recover 1d3 hit points.
- The Unblinking Gaze (Negative): The Anchor’s consciousness is ancient, vast, and utterly alien. If the investigator ever fumbles a roll while using one of the Anchor’s benefits, the Keeper may inflict a new, thematically appropriate Mania or Phobia (such as agoraphobia, a fear of open spaces away from the “shelter” of the Anchor, or a compulsion to protect all plant life, no matter the cost).
Blades in the Dark
The Still-Heart
A legendary artifact, rumored to be the petrified heart of a primordial tree from before the cataclysm. It is not armor in the traditional sense, but a source of incredible resilience that integrates with the user’s body or esoteric nature. It is a Magical or Worn item.
- Game Mechanics: The Still-Heart functions as a unique form of armor and a source of vitality.
- Special Armor: When you would suffer physical Harm (especially from a forceful blow), you can check the “Special Armor” box on your sheet to reduce or negate it. The GM will determine the effect, but typically it will reduce the level of Harm taken by one.
- Downtime – Rooted Recovery: You can perform a special Downtime Action where you meditate with the Still-Heart. When you do, you do not need to roll. You may clear all your Level 1 Harm or reduce one instance of Level 2 Harm to Level 1.
- Unyielding Core: Once per score, when you make a resistance roll against a consequence that would physically move you or knock you off balance, you may add +1d to your roll.
Dungeons & Dragons (5th Edition)
Heartwood Bulwark Wondrous item, legendary (requires attunement by a creature of the fey or plant type)
This fist-sized object appears to be a knot of impossibly dense, petrified wood covered in swirling patterns. It is warm to the touch and emits a soft, golden light from deep within its grain. To attune to this item, you must hold it against your chest for the entire attunement period, during which it phases partially into your body, becoming a central, internal anchor.
- Game Mechanics: While attuned to the Heartwood Bulwark, you gain the following benefits:
- Magical Armor: You have a +2 bonus to your Armor Class.
- Damage Resistance: You have resistance to bludgeoning damage.
- Unyielding: You have advantage on saving throws against any effect that would move you against your will or knock you prone.
- Regeneration: You regain 10 hit points at the start of your turn if you have at least 1 hit point. If you take necrotic damage, this trait doesn’t function at the start of your next turn.
- Life-Giving Burst: As an action, you can cause the Heartwood Bulwark to release a wave of life energy. You and each creature of your choice within 15 feet of you regain 2d8+2 hit points. This property can’t be used again until the next dawn.
Knave (2nd Edition)
Great-Tree Heartwood Core Armor, 1 Slot, Bulky
A fist-sized piece of ancient, petrified wood, warm and heavy. It does not strap on but hovers in the center of your chest, held in place by your will. It is the central anchor of your being.
- Game Mechanics:
- Defense: While this is your active armor, your Defense is 16.
- Unyielding: You cannot be pushed, pulled, or knocked over by non-magical attacks or effects.
- Woodland Regeneration: If you spend your entire turn doing nothing but concentrating on the Heartwood, you heal 1d8 HP at the end of your turn.
- Hardened Core: You are immune to critical hits from non-magical sources. Any critical hit against you is treated as a normal hit instead.
Fate Core System
The Still-Rooted Heart
In Fate, this item is not a piece of gear with stats, but a core component of the character, best represented as a Character Aspect. This Aspect is the literal, physical, and spiritual anchor of the avatar’s being.
- Aspect: Anchor of the Firstwood
- Game Mechanics:
- Invoke: A player can spend a Fate Point to invoke this Aspect for a +2 bonus or a reroll on an action. This is most appropriate for:
- An Overcome action when enduring a great hardship or resisting a powerful physical force.
- A Defend action when another character tries to push, scatter, or physically dominate them.
- A Create an Advantage roll when communing with ancient nature spirits or trying to understand a deep, slow-moving natural process.
- Compel: A GM can offer a Fate Point to compel this Aspect. For example, “Your ancient, rooted nature makes it difficult to comprehend the fast-paced scheming of these city-dwellers; you’ll be a step behind until you can take time to process things. That’s worth a Fate Point, don’t you think?” or “The industrial filth of this factory is anathema to your very core, causing you physical pain and making you a target for its corrupted guardians.”
- Stunt: Once per session, you may use the Absorb the Blow stunt. When you would take a physical Consequence, you can spend a Fate Point to describe how the Heartwood Core absorbs the brunt of the impact. Reduce the severity of the Consequence by one level (a Severe becomes a Moderate, a Moderate becomes a Mild, and a Mild is negated entirely).
- Invoke: A player can spend a Fate Point to invoke this Aspect for a +2 bonus or a reroll on an action. This is most appropriate for:
Numenera & Cypher System
Arboreal Singularity
This is not a crafted item, but a unique Artifact that has integrated with the swarm-being that carries it. It appears to be a nodule of petrified, impossibly dense wood that hovers in the creature’s chest, pulsing with a faint, internal light.
- Level: 1d6 + 3
- Form: Internal, bio-integrated core
- Effect (Passive): The user’s mind and body are anchored by the artifact’s immense stability. They gain +2 to their Might Pool and +1 to their Armor against physical damage.
- Effect (Active): As an action, the user can draw upon the artifact’s life-giving essence. They immediately recover 1d6+2 points to their Might or Speed Pool (user’s choice).
- Effect (Active): As an action, the user can channel the artifact’s unyielding nature. Until the user moves, the difficulty of all tasks to physically push, pull, or knock them down is increased by three steps.
- Depletion: 1 in 1d100 (The artifact is a core part of the character’s being and is not easily exhausted or lost).
Pathfinder (2nd Edition)
Aegis of the Firstwood | Item 8 Rare, Abjuration, Invested, Primal, Wood Price 450 gp Usage worn (internal core); Bulk 1
This fist-sized core of ancient, petrified wood seems to absorb both light and force. It integrates into the wearer’s torso, whether physical or esoteric, acting as a spiritual and physical shield. Faint golden light pulses from within its swirling, fingerprint-like grain.
- Game Mechanics: This item must be invested.
- Armor Bonus: The aegis grants you a +1 item bonus to AC.
- Resistance: It grants you resistance 5 to bludgeoning damage.
- Activate [reaction] Trigger You are critically hit by a Strike; Frequency once per day; Effect You channel the overwhelming force into the aegis. The attack becomes a normal hit instead of a critical hit.
- Activate [one-action] (concentrate) Frequency once per hour; Effect You draw upon the life-giving energy of the aegis to gain fast healing 5 for 1 minute.
Savage Worlds Adventure Edition (SWADE)
Great-Heart Lode
This is a unique piece of magical armor, a living artifact that functions as the wearer’s core. It provides immense resilience by absorbing blows and knitting the user’s form back together.
- Game Mechanics:
- Armor: The Lode provides +4 Armor. This bonus is considered magical.
- Resilience: The wearer has the Hardy Monstrous Ability. A second Shaken result does not cause a Wound.
- Regeneration: The wearer gains the Regeneration (Fast) Monstrous Ability. They may make a natural healing roll every round, even if they have taken no action to do so. A success removes the Shaken condition; a raise removes one Wound. The wearer may not die from bleeding out.
- Unyielding: The wearer is difficult to move. They add +4 to their Strength rolls to resist being pushed or moved, and to any roll to resist being knocked prone.
- Weakness: The Lode’s magic is vulnerable to energies that corrupt or decay life. The wearer suffers +4 damage from any attack with a Necromantic or similar life-draining trapping.
Shadowrun, Sixth World
Firstwood Heart
A unique and powerful magical artifact that appears as a fist-sized, impossibly dense piece of petrified wood. It is not worn, but mystically integrates with the user’s astral pattern, hovering in the center of their chest. It is considered a potent Health Focus, providing immense resilience at the cost of drawing significant attention on the astral plane.
- Type: Artifact / Health Focus
- Effects: The bearer of the Firstwood Heart is imbued with the resilience of an ancient, magical forest.
- Natural Armor: The artifact provides a bonus of +3 to the user’s Defense Rating. This bonus is magical and applies to all physical attacks.
- Primal Regeneration: At the beginning of each Combat Round, the bearer automatically heals 1 box of Physical damage. This effect is suppressed for one round if the bearer takes damage from a source with the “Pollutant” or “Toxin” keyword.
- Unyielding Anchor: The bearer cannot be knocked down by explosions or physical impacts. They gain 2 points of Edge when they are the target of any effect that would forcibly move them; this Edge can only be used on the resistance test against that effect.
Starfinder
Arboreal Aegis Core | Level 12 Price 35,000 credits Type Magic Item (Worn); Bulk 1
This item appears as a knot of wood that looks like petrified stone, warm to the touch and pulsing with a soft, internal light. When activated, it phases partially into the wearer’s chest, bonding with their life signs and reinforcing them with ancient, primal energy. It occupies the chest armor slot but can be integrated with another suit of armor, adding its properties to the suit.
- Game Mechanics:
- Damage Reduction: The wearer gains Damage Reduction 5/—. This reduces the damage taken from any physical attack by 5.
- Fast Healing: The wearer gains Fast Healing 5, regaining 5 Hit Points at the start of each of their turns as long as they have at least 1 HP.
- Inertial Anchor: The wearer gains a +4 circumstance bonus to their KAC against combat maneuvers, and they cannot be knocked prone by any means.
- Life Burst (once per day): As a standard action, the wearer can release a wave of life energy. The wearer and all allies within 20 feet regain 4d8 Hit Points.
Traveller (Mongoose 2nd Edition)
Ancient’s Heart Locus
An artifact of Precursor technology, designated only as a “Life-Anchor” by the few Imperial scientists who have studied it. It is a fist-sized object of an unknown, organic-looking material that emulates petrified wood but is far denser. It must be surgically integrated into the user’s torso, a dangerous TL 16 procedure. Once bonded, it grants its user legendary resilience.
- Tech Level: 16 (Precursor Artifact)
- Effect: Once integrated, the Locus provides the following permanent benefits:
- Innate Armor: The user’s body is incredibly durable. The user has a natural Armor rating of 6. This does not stack with other worn armor.
- Rapid Recovery: The user’s biology is constantly being restored. Once per day, the user may attempt an Average (8+) Endurance check. On a success, they may heal 1d6 points of damage taken to any one physical characteristic (STR, DEX, END).
- Inertial Dampening: The user’s center of gravity is incredibly stable. The user is immune to being knocked down by concussive force. Any check made by an outside force to move the user against their will (e.g., grappling, pushing) suffers two Bane dice.
Warhammer Fantasy Roleplay (4th Edition)
Heart of the Oak of Ages
A gnarled, fist-sized piece of what appears to be ancient oak heartwood, yet it is as heavy as stone and pulses with a faint, amber light. It is a sacred relic of the Wood Elves, believed to be a fragment of their sacred Oak of Ages from before it was uprooted from the Old World. To carry it is to carry the life and endurance of Athel Loren itself.
- Type: Magical Artefact
- Effects: The Heart must be worn against the chest, either in a harness or a specially made pocket. It grants the wearer the following:
- Unbreakable Body: The wearer is immune to the effects of any Critical Hit to the Body location, regardless of its severity. The Wound loss from the hit is taken as normal, but all other effects are ignored as the Heart absorbs the grievous injury.
- Verdant Regeneration: At the start of their turn, the wearer may make a Challenging (+0) Endurance Test. If they succeed, they regain 1 Wound. This ability does not function if the character suffered any Wounds from fire on the previous round.
- Deeply Rooted: The wearer cannot be moved by any charge, push, or magical effect against their will unless the effect is strong enough to level a building. They may choose to be moved if they wish.
- The Price of Life: Such potent life magic attracts its opposite. The wearer suffers +1 Corruption point whenever they would gain Corruption from a source aligned with Nurgle, the god of decay.
