Lore: In the sun-drenched valleys of Saṃsāra, the Divine 44 is a sacred token gifted to the “Soil-Speakers,” initiates of the Great Harvest Mother. It is a humble item, often carved from the heartwood of a tree that survived a century-long drought. The item acts as a conduit for the goddess’s nurturing gaze, ensuring that even in the most barren of wastes, life finds a way to take root. Tier 1 avatars wear this to signal their commitment to the cycle of growth and decay, acting as literal cultivators of the divine will.
Detailed Tier 1 Stats
- Slot: Neck (Amulet) or Waist (Belt Toggle)
- Tier: 1 (Avatar Level 1-5)
- Rarity: Common
- Material: Petrified seed-pod wrapped in living ivy that never withers.
- Durability: 15/15 (The ivy leaves brown when the item is damaged and regrow when soaked in fresh water).
Skills Gained
- Nature (Horticulture): Gain a +2 bonus to identifying edible plants, diagnosing crop blights, or predicting weather patterns for the next 24 hours.
- Survival (Foraging): You can find double the amount of food for yourself and your party when in a fertile or wild environment.
Passive Magics
- Cycle of the Sun: While in direct sunlight, the wearer regains 1 point of Stamina/Endurance every hour as the divine energy photosynthesizes through the item.
- Pheromonal Calm: Domesticated farm animals (cattle, horses, fowl) will not act aggressively toward the wearer unless magically provoked.
- Root-Step: You ignore difficult terrain caused by overgrowth, briars, or tangled roots; the plants physically part or flatten to allow your passage.
Active Magics
- Incantation of Rapid Germination: Once per long rest, you can touch a handful of seeds. They instantly grow into mature, non-magical plants (such as a thick wall of vines or a patch of wheat) within 1 minute.
- The Mother’s Balm: As an action, you can squeeze the ivy on the item to produce a drop of nectar. If applied to a wound, it stabilizes a dying creature or heals 1d4 hit points.
- Earth-Speak: You can cast your voice into the ground. Any creature touching the earth within 60 feet can “hear” your words as vibrations in their feet, allowing for silent communication through the soil.
Tags: Divine, Agriculture, Nature, Tier 1, Common, Healing, Survival, Communication, Sunlight, Plants, Growth, Fertility, Harvest, Botany, Season, Nurture, Earth-Bound, Sustenance, Photosynthesis, Organic, Flora, Cycle
In the world of Saṃsāra, the Divine 44 of the Verdant Sprout is an item of the people. It is not found in glittering high-tier vaults but in places where the smell of turned earth and rain is constant. It is treated less like a weapon and more like a holy “tool of the trade.”
1. Village Tithe-Barns (Rural Districts)
In the vast breadbasket regions of the world, these items are kept in the communal barns and granaries managed by the Harvest-Priests.
- How it’s sold: The item is rarely “bought” with currency. Instead, it is traded for a specific quantity of high-quality seed grain or a period of labor in the goddess’s fields. For an outsider, it is sold as a “Traveler’s Blessing” to ensure they don’t starve on the road.
- Cost: 15 to 20 Silver (or 5 sacks of winter wheat).
2. Apothecary & Seed-Merchants (Market Towns)
In larger towns, specialized shops that sell herbs, poultices, and farming equipment will often have a small “divine corner” for common artifacts.
- How it’s sold: The Divine 44 is kept in a terracotta pot filled with damp soil to keep the ivy healthy. The merchant will usually test the buyer’s “green thumb” by asking them to identify a rare sprout before agreeing to the sale, ensuring the item goes to a respectful owner.
- Cost: 25 Silver.
3. “The Gardener’s Rest” (Pilgrim Waystations)
Located along the roads leading to major Earth-Mother temples, these shops cater specifically to low-level avatars and traveling clerics.
- How it’s sold: Displayed on hooks made of deer antlers. These are sold as mass-produced (though still blessed) holy icons. They are often packaged with a small guide on how to talk to local soil spirits.
- Cost: 22 Silver (Fixed price).
4. Open-Air Harvest Festivals
During the turning of the seasons, nomadic “Green-Traders” set up temporary stalls decorated with seasonal flowers and fruits.
- How it’s sold: Through lively negotiation and “Testing of the Bloom.” A trader might demonstrate the Rapid Germination magic by growing a flower in their palm to entice a crowd. Buying one during a festival is considered lucky.
- Cost: 18 Silver (Discounted during festival days).
5. Repurposed Druidic Groves (The Wild Borders)
On the edge of the civilized world, hermits or retired avatars may sell these to those brave enough to settle in the untamed wilds.
- How it’s sold: The item is handed over in a ritualistic exchange. The buyer must plant a tree in the grove as part of the “down payment.” The item is often older, with the petrified pod showing deep, ancient engravings.
- Cost: 10 Silver + 1 Day of Ritual Planting.
In the world of Saṃsāra, roleplaying the Divine 44 of the Verdant Sprout requires a mindset of patience and utility. You do not fight with the sharpness of steel, but with the relentless, crushing force of a root splitting a stone. Your movements are grounded, and your presence should feel like a calming spring rain or a protective thicket.
1. The Cracked Earth of the High Deserts
In environments where life is an afterthought, your agriculture-based magic becomes a shocking display of divine defiance.
- Offense: When pursued across the dunes, you use Incantation of Rapid Germination. Roleplay this by throwing a handful of parched seeds into the sand at your feet. Within seconds, thick, thorny desert-scrub erupts, snagging the legs of pursuers and creating a jagged barrier. You aren’t just attacking; you are forcing the desert to “yield” a harvest of thorns.
- Defense: During a sandstorm or heatwave, you utilize the Cycle of the Sun. While your enemies wither and tire, you stand tall, your skin absorbing the harsh rays. You roleplay a terrifying endurance, refusing to collapse or pant, becoming a “living monument” that simply outlasts the opponent’s aggression.
2. The Overgrown Ruins of the Deep Jungles
In the wild, untamed greens of the world, you act as the “Master of the Tangled Path,” turning the environment itself into your shield.
- Offense: Encountering a rival group in a narrow jungle pass, you use Earth-Speak. You press your palms to the mud, sending a subsonic vibration through the floor. Roleplay the enemies’ confusion as the ground beneath them begins to churn and soften, throwing off their aim and balance as if the soil itself is trying to digest their boots.
- Defense: When an ambush occurs, your Root-Step becomes a tactical masterclass. While the enemy struggles through the thick undergrowth, you move with eerie, silent speed. Roleplay the vines and briars literally pulling back to create a corridor for you, then snapping shut behind you like a living gate, leaving your attackers trapped in the very foliage they tried to hide in.
3. The Stone Halls of Urban Citadels
In the cold, “un-living” stone of a city or dungeon, the Divine 44 is used to “reclaim” the space for nature.
- Offense: Facing a guard in a stone corridor, you use The Mother’s Balm offensively. You crush a leaf from your amulet and flick the sap into the cracks of the floorboards or stone. Within moments, microscopic moss and lichens bloom into an “Oil-Slick” of slippery greenery. Roleplay the guard’s undignified sprawl as they find no purchase on the once-solid floor.
- Defense: If cornered in a jail cell or a stone room, you use Rapid Germination on the “seeds” of a climbing ivy. Roleplay the ivy tendrils finding the smallest cracks in the masonry, expanding with the slow, irresistible force of growth to crack the mortar or provide a living ladder for your escape.
4. The Open Battlefields of the Borderlands
In large-scale skirmishes, your role is one of “Atmospheric Control,” stabilizing your allies and unsettling the enemy’s mounts.
- Offense: When a cavalry charge begins, you utilize Pheromonal Calm. As the warhorses thunder toward you, you raise the amulet. Roleplay the sudden, jarring change in the horses’ demeanor; they don’t fear you, they “recognize” you. The horses slow to a trot or stop to nuzzle your hand, effectively dumping their arrogant riders into the mud.
- Defense: In the heat of a chaotic melee, you use the Mother’s Balm to maintain the front line. You aren’t just healing; you are “grafting” life back together. Roleplay the smell of fresh-cut grass filling the air as wounds seal with a thin layer of protective bark or green sap, allowing your allies to hold a position that should have been lost.

Perception of Activation:
- User’s Perspective
- Visual: The petrified seed-pod at the center of the amulet pulses with a deep, rhythmic emerald light, like a slow-beating heart. The surrounding ivy begins to move visibly, its leaves turning toward the nearest source of light or the target of your magic.
- Auditory: A faint, low-frequency thrumming—resembling the sound of wind through a field of tall corn—vibrates in your inner ear. You hear the “creak” of expanding wood and the soft “pop” of seeds bursting open, even if no plants are nearby.
- Tactile: Your hands feel warm and slightly damp, as if they have just been pulled from fertile, sun-warmed soil. Your feet feel a heavy, magnetic pull toward the earth, grounding your balance.
- Olfactory: A potent, overwhelming rush of scents: petrichor (the smell of rain on dry earth), crushed mint, and the sweet musk of fermenting fruit.
- Extra-Sensory (Root-Network): You perceive a “map” of the surrounding area through the ground. You can feel the moisture levels of the soil and the sprawling root systems of trees within 100 feet as if they were extensions of your own nervous system.
- Extra-Sensory (Vitality Sight): Living things appear to have a soft “glow” based on their health; a wilting plant or an injured ally flickers like a dying candle, while a healthy predator burns with a steady green flame.
- Observer’s Perspective
- Visual: The air immediately surrounding the wearer becomes noticeably more humid, causing a slight haze. Tiny, non-magical sprouts may momentarily push through the cracks in the floorboards or pavement wherever the wearer stands.
- Auditory: The sound of insects—bees, crickets, or cicadas—briefly intensifies, as if the local fauna is suddenly drawn to the wearer’s location.
- Tactile: Nearby observers feel a sudden “calm” in the air, similar to the stillness before a summer storm. The temperature seems to drop to a comfortable, shaded cool.
- Positives
- Absolute Grounding: The user becomes nearly impossible to trip or knock over while standing on natural earth.
- Clarity of Life: You can instantly tell if food or water is poisoned or spoiled just by being near it, as the item reacts with “withered” leaves.
- Sustained Energy: The photosynthesis effect reduces the need for food by half, provided the user spends enough time in the sun.
- Negatives
- Environmental Sensitivity: In “dead” environments (like a scorched wasteland or a sterile laboratory), the user feels a phantom ache or “thirst,” causing a minor penalty to focus.
- Overwhelming Empathy: You can feel the “pain” of the surrounding flora if it is being burned or trampled, which can be distracting during high-chaos combat in a forest.
- Slow Tempo: The magic of agriculture is steady, not fast; your movements may feel slightly more deliberate and “heavy,” making it harder to perform high-speed twitch maneuvers.
The Cultivation of the Eternal Seed: Divine 44
- Materials Needed
- 1 Heartwood Seed-Pod: A petrified seed-pod harvested from an Ancestor Tree that has survived at least one “Great Drought.”
- 3 Strands of Ever-Living Ivy: Vine clippings taken from a sacred grove; they must remain green even when severed from the root.
- A Handful of Virgin Loam: Soil from a valley that has never seen frost or war.
- Honeyed Amber Resin: Used to seal the pod and preserve the internal divine spark.
- 1 Pint of Consecrated Spring Water: Water drawn at dawn from a spring that feeds a local community’s primary well.
- Tools Required
- A Terracotta Kiln: To gently warm the materials without “scorching” the spiritual essence.
- Bronze Grafting Knife: A tool that has only ever been used to prune and nurture life, never to take it.
- Cedar Drying Rack: For setting the resin in an environment that smells of the forest.
- Earthen Pitcher: To hold and pour the consecrated water during the tempering process.
- Skill Requirements
- Tier 1 Divine Husbandry: The ability to communicate intent to plant spirits and anchor a deity’s nurturing aspect.
- Basic Carpentry/Woodworking: To properly etch the runes of growth into the hardened surface of the seed-pod.
- Herbalism: Proficiency in keeping the “Ever-Living Ivy” dormant but viable during the binding process.
- Patience (Meditation): The crafter must be able to work at the slow, steady rhythm of a growing season; rushing the process will cause the pod to shatter.
Crafting Steps
- The Moistening of the Stone: Submerge the petrified Heartwood Seed-Pod in the Earthen Pitcher filled with Consecrated Spring Water. Let it soak for one full day until the stone “softens” and begins to pulse with latent vitality.
- The Inscription of the Furrow: Using the Bronze Grafting Knife, carve the Runes of the Verdant Cycle into the pod. The cuts should look like small, tilled furrows in a field.
- The Binding of the Ivy: Take the three strands of Ever-Living Ivy and wrap them tightly around the pod. As you wrap, whisper the Litany of the First Sprout. The ivy should begin to fuse its tiny rootlets into the runes you carved.
- The Earth-Anointing: Apply the Virgin Loam to the pod, rubbing the soil into the gaps between the ivy and the wood. This provides the “First Meal” for the divine enchantment to feed upon.
- The Solar Curing: Place the item on the Cedar Drying Rack in direct, unfiltered sunlight. Apply the Honeyed Amber Resin over the pod to seal the soil and moisture inside, creating a miniature, self-sustaining ecosystem.
- The Breath of the Harvest: Blow gently upon the finished amulet while visualizing a field of golden grain. If the ivy leaves unfurl and turn a vibrant emerald green, the Divine 44 is awake and bonded to the cycle of Saṃsāra.
Stone-Fruit and Hunger-Ending Mother
In the rotations before the sun was a “Yellow-Debt” and when the belly of the world was but a “Empty-Jar,” there lived a Dirt-Splitter named Ma-Loh. She was a woman of much “Stoop-Back,” but her fingers were as the “Warm-Rain” because she did not know the “Fear of the Grey-Husk.” It is scratched in the belly-caves of the Old-Hills that Ma-Loh walked the “Dust-Plain” where the sky had forgotten to “Weep-Liquid” for many moon-deaths.
Ma-Loh found a “Hard-Seed” that was as the “Dead-Rock,” having slept in the dry-mouth of a mountain for a “Thousand-Thirsts.” She did wrap the Seed in the “Green-Hair” of the hidden-vines and did wash it with the “Sweet-Drip” of the morning-rock. She spoke to the Seed-Pod, saying, “You shall be my ‘Belly-Filler.’ You shall be the ‘Wall of Vines.’ When the Hunger-Ghost comes to the door, you shall make the grain ‘Jump-High.’ When the ground is as the ‘Iron-Plate,’ you shall be the ‘Soft-Bed’.”
She did tie the Ivy-Pod to her “Waist-String,” and the “Earth-Singing” did enter her blood-tubes. Ma-Loh did not beg; she did “Make-Grow.” She went to the “City of the Salt-Tongue,” where a Tyrant had locked all the “Eating-Stuff” in a box of stone and the people did chew upon the “Dry-Sand.” The Tyrant was a man of “Cold-Metal” who thought the ground was his “Slave-Floor.” Ma-Loh did press her foot to the salt-dirt, and the “Dirt-Network” did hear her heart.
The Pod did pulse with a “Beating-Leaf.” As Ma-Loh did walk, the salt did “Run-Away.” Behind her heels, the “Wheat-Children” did sprout in a “Fast-Rushing.” The stone box of the Tyrant was cracked open by the “Slow-Strength” of the Ivy-Roots, for the Verdant Sprout had taught the rocks to “Be-Crumbly.” The people did eat the “Green-Joy,” and their ribs did go “Inside-Hidden” once more, for the Amulet had commanded the desert to be a “Kitchen.”
But a General of the Tyrant, who had a “Sword-Mind,” did steal the Pod while Ma-Loh was “Singing to the Worms.” The General did put the Ivy on his neck and marched to the “Red-Waste,” wanting to grow a “Wall of Spears.” But because he was “Dry of Spirit” and “Bitter of Tongue,” the Seed did not find the “Life-Water.” It did not grow grain; it did “Vine-Choke.” The Ivy did wrap around his throat like a “Hungry-Snake,” seeking the moisture he had stolen from the poor. He became a “Tree-Man” who could not move, and his armor did turn to “Rusty-Bark,” for the Earth does not feed the man who treats the soil as a “Weapon-Forge.”
Ma-Loh took the new seed from the General’s wooden heart and said to the people, “To have the ‘Full-Belly’ is to be the ‘Dirt-Servant.’ If you treat the ground as a ‘Hating-Place,’ the harvest will be a ‘No-Show’.” And so the sowers learned to “Listen-Down,” so that the Mother might find them “Worth-Feeding.”
The Moral of the Story: He who treats the earth as a “Master” shall never find his “Plate-Empty,” but he who treats the sprout as a “Slave” shall find that the roots which give life are the same which can “Bind-the-Thief” in the silent, green dark.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Amulet of Mother Ma-Loh
- Item Type: Artifact / Folk Magic Focus
- Sanity Loss: 0 (Positive/Nurturing resonance)
- Game Mechanics:
- The Mother’s Balm: Spend 2 Magic Points to stabilize a person at 0 HP. The wound is knit together by tiny, non-magical moss.
- Pheromonal Calm: The user gains a Bonus Die on Animal Handling rolls. Wild beasts of the earth (wolves, bears) must succeed in a Hard POW roll to initiate an attack against the wearer.
- Earth-Speak: Spend 1 Magic Point to sense the presence of any living creature touching the ground within 20 yards.
- Syntax: Magic Point cost for active triggers. Passive Bonus Die for environmental/animal interaction.
Blades in the Dark
Unique Name: The Verdant Toggle
- Item Type: Fine Tool (0 Load)
- Tier: 1 (Quality 1)
- Game Mechanics:
- Laminar Growth: When you Survey a natural or overgrown area to find a path or a hiding spot, you have Potency.
- Rapid Germination: You may take 1 Stress to cause vines or roots to instantly grow, providing a Great Position for an escape or creating a “Difficult” obstacle for pursuers.
- The Mother’s Balm: During a Downtime Phase, the wearer provides +1d to any Recover rolls for themselves or an ally, as long as the healing takes place in a garden or park.
- Syntax: Quality Tier 1. Stress cost for immediate environmental manipulation. Downtime roll modifiers.
Dungeons & Dragons (5th Edition)
Unique Name: Divine 44: Amulet of the First Sprout
- Item Type: Wondrous Item, Common
- Slot: Neck
- Game Mechanics:
- Root-Step: You ignore difficult terrain caused by non-magical plants and undergrowth.
- Cycle of the Sun: If you spend at least 4 hours in direct sunlight during a Long Rest, you regain one additional Hit Die.
- Active – Rapid Germination: As an action, you can cast Entangle (Save DC 13). Once used, this cannot be used again until the next dawn.
- Active – The Mother’s Balm: You can cast Spare the Dying at will as a bonus action.
- Syntax: Passive trait (Root-Step). Long Rest recovery bonus. Charge-based spellcasting (Entangle). Bonus action cantrip.
Knave (2nd Edition)
Unique Name: The Living Seed-Pod
- Item Type: Magical Gear (1 Slot)
- Game Mechanics:
- Verdant Senses: You can identify any plant or fungus and know if it is poisonous, edible, or medicinal without a roll.
- Root-Step: You move through forests, jungles, and bogs at double the normal exploration speed.
- The Mother’s Balm: Once per day, you may heal a creature for 1d6 HP by pressing the amulet to their skin. The amulet’s ivy turns brown and requires 1 hour of sunlight to “recharge.”
- Earth-Speak: While barefoot and standing on soil, you cannot be surprised by ground-based enemies.
- Syntax: Inventory slot requirement. Passive situational expertise. Daily usage limit with environmental recharge condition.
Fate (Core/Condensed)
Unique Name: Divine 44: The Verdant Toggle
- Item Type: Extra / Aspect-Linked Gear
- Aspect: Rooted in the Great Cycle
- Game Mechanics:
- Root-Step: You gain a +2 bonus to Athletics or Drive checks when navigating overgrown or rural terrain.
- The Mother’s Balm: Once per session, you can use the amulet to automatically succeed on a Lore or Crafts roll to stabilize a teammate’s physical consequence.
- Pheromonal Calm: You may use Provoke to “calm” animals or agricultural workers by projecting an aura of divine peace, even if you lack the appropriate stunt.
- Syntax: Flat skill bonuses for specific terrain. Once-per-session automatic success. Narrative permission for skill-use expansion.
Numenera & Cypher System
Unique Name: Seed-Pod of the Ancestor Tree
- Item Type: Artifact
- Level: 1d6 (Tier 1)
- Depletion: 1 in 20
- Game Mechanics:
- Effect (Passive): All Intellect tasks related to botany, agriculture, and foraging are eased by one step.
- Effect (Active): Spend 2 points from your Might Pool to cause a burst of growth. This creates a Level 4 barrier of vines in an immediate area that lasts for 10 minutes.
- The Mother’s Balm: As an action, you can restore 3 points to a creature’s Might or Speed pool. This depletes the artifact’s moisture; it must be soaked in water for an hour before this specific effect can be used again.
- Syntax: Artifact Level. Task easing (Asset). Pool expenditure for environmental control. Recovery-based healing with a cooldown condition.
Pathfinder (2nd Edition)
Unique Name: Divine 44: Seed of the Harvest Mother
- Item Type: Item 1 (Divine, Healing, Plant, Transmutation)
- Usage: Worn (Amulet); Bulk: L
- Game Mechanics:
- Passive (Laminar Growth): You gain a +1 item bonus to Nature checks. You ignore difficult terrain caused by non-magical plants.
- Activate [Two-Actions]: (Rapid Germination); Frequency: Once per day; Effect: You cast Entangle (DC 15).
- Activate [One-Action]: (The Mother’s Balm); Effect: You touch a creature to grant them 1d4 temporary Hit Points. These temporary HP last for 1 minute. If the creature was dying, they are stabilized.
- Syntax: Item Level 1. Item bonuses to skills. Fixed-frequency spellcasting. Action-cost healing with temporary HP mechanics.
Savage Worlds (Adventure Edition)
Unique Name: Divine 44: Verdant Sprout
- Item Type: Sacred Gear
- Rank: Novice
- Game Mechanics:
- Root-Step: The wearer treats all plant-based Difficult Terrain as Normal Terrain.
- Cycle of the Sun: If the wearer has spent at least 4 hours in sunlight, they gain a +2 bonus to Vigor rolls made to resist Fatigue from Hunger, Thirst, or Exhaustion.
- The Mother’s Balm: As an action, the wearer may make a Healing or Faith roll to remove a Shaken state or one Wound from a creature. This ignores the usual “Golden Hour” penalty for natural healing.
- Syntax: Terrain negation. Conditional Vigor bonuses. Attribute-based healing roll that bypasses standard situational penalties.
Shadowrun (6th World Edition)
Unique Name: Verdant Sprout Qi Focus
- Item Type: Qi Focus (Level 1)
- Bonding Cost: 5 Karma
- Game Mechanics:
- Root-Step: While active, the user gains the Light Touch adept power (Rating 1), allowing them to move across unstable or plant-choked surfaces without penalty.
- Cycle of the Sun: In natural sunlight, the user adds +1 die to Body tests for natural healing and resisting toxins.
- The Mother’s Balm: As a Major Action, the user can spend 1 Edge to heal a number of boxes of Stun damage equal to their Magic Rating.
- Syntax: Qi Focus bonding rules. Power Rating 1. Edge-linked healing.
Starfinder (2nd Edition)
Unique Name: Divine 44: Amulet of the Soil-Speaker
- Item Type: Magic Item (Worn, Neck)
- Level: 1
- Price: 220 Credits
- Game Mechanics:
- Laminar Growth [Passive]: You gain a +1 status bonus to Nature and Survival checks. You ignore difficult terrain from non-magical undergrowth.
- Rapid Germination [Two-Actions]: Once per day, you can cause plants to erupt in a 10-foot burst. The area becomes difficult terrain for 1 minute.
- The Mother’s Balm [Reaction]: Trigger: An adjacent ally is reduced to 0 Hit Points. Effect: The ally is stabilized and gains 1 temporary Hit Point.
- Syntax: Status bonuses. Daily frequency action. Trigger-based reaction for stabilization.
Traveller (Mongoose 2nd Edition)
Unique Name: TL 13 Bio-Harmonic Resonator
- Item Type: Biological Augmentation / Artifact
- Game Mechanics:
- Verdant Senses: The wearer gains a +1 DM to all Survival checks.
- Photosynthetic Support: On worlds with a breathable atmosphere and a star type G or K, the wearer requires only half the normal amount of food rations.
- The Mother’s Balm: When performing Medic checks on a wounded traveler, the wearer gains a +2 DM if they use the resonator’s nectar-secretion.
- Pheromonal Calm: Any animal with the Grazer or Gatherer trait must roll 8+ on 2d6 to attack the wearer.
- Syntax: Technical Level (TL). Skill DMs. Atmospheric and Star-type conditions. Dice-roll triggers for animal behavior.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Token of Mother Rhya
- Item Type: Divine Artifact
- Encumbrance: 0
- Game Mechanics:
- Root-Step: The wearer gains the Strider (Woodlands) Talent. If they already have it, they gain +10 to Athletics tests in forests.
- Cycle of the Sun: If the wearer is in the sun, they ignore the effects of the Hungry or Thirsty conditions for an extra number of hours equal to their Toughness Bonus.
- The Mother’s Balm: Once per day, the wearer may perform a Channelling (Divine) test to remove 1 Bleeding Condition from themselves or an adjacent ally without needing a bandage.
- Syntax: Talent-granting (Strider). Attribute-linked condition resistance. Condition-clearing via Channelling test.
