Necromancy 23 of the Ancestor Seed

Lore: On the world of Saṃsāra, there is a nomadic order of naturalists and historians known as the Grave-Gardeners. They hold a unique philosophy that blends druidic reverence with ancestral necromancy. They believe that every living thing—from the grandest beast to the humblest blade of grass—leaves behind a spiritual echo upon death, and that these echoes collectively form the “ancestor-spirit” of a species. The health of the living world, they teach, is inextricably linked to the peace of its dead. A blighted forest is not just sick; its ancestral spirits are in torment. An extinct species is not just gone; its collective spirit is a lost and mournful ghost in the world.

To aid their work of conservation and healing, the Grave-Gardeners craft these unique gloves. The centerpiece of each is an Ancestor Seed, a petrified seed from a branch of the long-dead World-Tree that once stood at the center of a forgotten continent. These seeds, though turned to stone, retain a spark of the immense life force of their parent tree. By setting a seed into a glove and performing a series of rituals, the Gardeners create a conduit—a tool that allows the wearer to communicate with the dead of the natural world, to listen to the memories of the soil, and to conserve the spiritual essence of life itself.

Description: The item is a single, fingerless glove, ruggedly crafted from a material that looks like woven, dark-brown roots. It is tough, yet surprisingly supple. Stitched securely onto the back of the glove is a single, large, acorn-sized seed. The seed has been petrified into a stone-like material resembling polished, dark-green serpentine. Faint, ghostly-white veins pulse with a slow, gentle light from within the seed’s core. The entire item is warm to the touch, regardless of the ambient temperature, and gives off the faint, pleasant aroma of rich, damp earth after a rainstorm.

Detailed Stats

  • Provides a +5 bonus to any Mind’s Eye checks related to Nature, Survival, identifying plants or animals, or tracking.
  • Grants a +3 bonus to saving throws made to resist diseases, blights, or corruption originating from natural or supernatural sources.

Passive Magics

  • Voice of the Soil: When the wearer places their gloved hand flat upon the earth, they receive a faint, empathic impression of the land’s spiritual health. Healthy, vibrant soil feels “content,” “awake,” or “singing.” Land that is poisoned, blighted, or cursed feels “pained,” “silent,” or “screaming.” This allows the wearer to instantly diagnose the well-being of an ecosystem.
  • Kinship with Echoes: The ancestral spirits of wild animals and natural creatures (the ghostly wolves that haunt a forest, the spectral birds of a mountain peak) do not perceive the wearer as a threat. Unless provoked, these spirits will treat the wearer with a curious indifference rather than the hostility they might show other living beings.

Activable Magics

  • Commune with the Lost (Once per week): The wearer may press the Ancestor Seed into the soil of a specific region and meditate for one hour. During this time, they can reach out to the collective ancestor-spirit of a single species of plant or animal that is now extinct or has vanished from that area. If successful, the user will receive a cryptic piece of knowledge or a vision from the spirit: a clue to a hidden, isolated location where a few specimens might still survive, insight into what caused their extinction (a specific disease, a new predator, an industrial poison), or the secret to cultivating a related species to fill the ecological void.
  • Seed of Renewal (Once per month): The wearer can place their gloved hand upon a small patch of blighted or supernaturally corrupted earth (no larger than a few square feet). By channeling their own life-force through the Ancestor Seed for several minutes, they can soothe the tormented spirits of the land. This act is physically draining on the user. While it cannot remove physical toxins, it cleanses the spiritual corruption, allowing the natural life cycle and healing process of the land to begin anew. New seeds planted in this cleansed soil are more likely to thrive.

Specific Slot: Hand (single glove)

Tags: Necromancy, Glove, Common, Tier 1, Roleplay, Nature, Healing, Conservation, Investigation, Wearable, Druidic, Restoration, Utility, Information, Empathic, Warden, Seed

The Ancestor Seed is a tool of a specific and uncommon philosophy, making its journey through the world of commerce a path of constant reinterpretation. Its value is rarely understood, and the story of its sale changes dramatically depending on whose hands it has fallen into.

Among the Grave-Gardeners

The Ancestor Seed is not a product to be sold for profit by its creators. The Grave-Gardeners are a nomadic order, and they do not operate shops. To acquire a glove from them is to engage in a direct, personal exchange, often in a temporary camp set up in a quiet grove or a reclaimed patch of wilderness. The transaction is one of barter and shared purpose, not currency.

A traveler seeking a glove would need to prove their worthiness and their alignment with the Gardeners’ conservationist goals. The seller, likely a weathered and patient naturalist, would first seek to understand the buyer’s intentions. They would not be interested in Lumens. Instead, they would request a trade that furthers their cause: a pouch of rare, resilient seeds from a distant island, a detailed map of a blighted region, a sworn oath to protect a specific endangered species, or direct assistance in performing a ritual to cleanse a corrupted piece of land. The exchange is deeply personal, and the glove is given as a tool to empower an ally, not sold as merchandise.

Cost: The barter value is subjective but would be equivalent to goods or services worth roughly 30 to 40 Lumens. The true cost is a commitment to the order’s goals.

Specialized Herbalists & Druidic Enclaves

In a major city with a thriving alchemical or naturalist community, an Ancestor Seed might find its way into a very specialized kind of shop. This would be the establishment of a master herbalist, a high-end apothecary, or a druidic guild that deals in natural magical components. These sellers would possess the knowledge to recognize the item’s true purpose and value.

The glove would be kept not as a curiosity, but as a professional tool. It would be displayed respectfully, perhaps on a bed of moss under a glass cloche. The shopkeeper would describe it to potential buyers with accuracy and expertise, highlighting its practical applications for their trade. The sales pitch would be direct and informative: “This is a Grave-Gardener’s glove. The seed allows you to feel the vitality of the soil and commune with the echoes of plant life. It is an unparalleled tool for any serious botanist, alchemist, or for one attempting to restore a blighted garden.” The necromantic aspect would be framed as “ancestral communion” or “listening to the land’s memory.”

Cost: In this context, the glove is a valuable professional instrument. The seller, knowing its utility for a discerning clientele, would price it accordingly, likely between 80 and 100 Lumens.

Occult & Macabre Curio Shops

If an adventurer were to find an Ancestor Seed and misinterpret its function, they might sell it to a purveyor of strange and morbid artifacts. In a shop filled with enchanted skulls, demonic fetishes, and haunted mirrors, the glove’s naturalist purpose would be completely overlooked in favor of its necromantic origins.

The seller would see a glove with a strange, glowing seed and hear that it’s a tool of “necromancy.” They would then invent a more sinister and marketable narrative. It would be displayed on a black velvet cloth, presented as a “Lich’s Hand” or a “Grave-touched Gauntlet.” The sales pitch would be filled with dramatic and inaccurate claims: “With this glove, you can drain the very life from the earth beneath your feet,” or “This allows you to command the spirits of those buried in the soil.” The sale is based on a fundamental misunderstanding, catering to ambitious but ignorant hedge-wizards.

Cost: The price would be based on its perceived power as a dark necromantic tool. Believing it to be some kind of weapon, the seller might ask for 60 to 75 Lumens, a price for the story they’ve concocted, not the item’s actual function.

Frontier Trading Posts & General Stores

In a remote outpost or a dusty pawn shop, the Ancestor Seed would be seen as little more than a strange piece of junk. The proprietor, a practical merchant dealing in tools, rations, and mundane gear, would have no context for such an esoteric item. They would see a single, dirty glove made of what looks like old roots, with a weird, polished rock stitched to the back.

It wouldn’t be displayed; it would likely be found in a barrel of used leather goods, old belts, and worn-out pouches. Unless the proprietor had access to magical appraisal, they would be completely unaware of its properties. The transaction would be swift and dismissive. “That old thing? Some traveler left it behind. It’s tough leather, I suppose. You can have it for a handful of coins.” The seller might even be glad to be rid of the odd-looking item.

Cost: The glove would be sold for the price of simple used leather. A knowledgeable avatar could purchase it for as little as 5 to 10 Lumens, perhaps even less.

The Ancestor Seed is a tool of restoration and communion, not of combat. Its use in matters of defense and offense is therefore indirect, relying on an avatar’s ability to interpret the environment, weaponize information, and leverage the very history of the land itself as a shield or a blade.

In a Blighted, Corrupted Forest

Within a forest made sick by supernatural corruption, where the spirits of nature have been twisted into enraged monsters, the glove becomes a navigator’s guide, a diplomat’s tool, and an instrument of healing.

Roleplaying Defense: The primary defensive use of the glove is as a threat assessment tool. By placing their gloved hand on the soil, the avatar can use the Voice of the Soil passive to feel the health of the land. They can warn their party, “The ground to the east feels like it’s screaming in agony; the corruption is deepest there. To the west, the land feels sick, but its spirit is still fighting. We should travel west.” This allows the party to navigate the path of least resistance, defending them from blundering into the heart of the danger.

When confronted by maddened animal spirits, the Kinship with Echoes passive provides a crucial defensive window. While the enraged spirits might charge at the avatar’s companions, they may hesitate to attack the wearer, perceiving them not as a threat but as a kindred part of the natural world. This brief pause can be used to de-escalate the situation, perhaps by using Seed of Renewal on a nearby patch of ground. The act of creating a small, 5-foot circle of pure, healthy life in the midst of the blight can act as a powerful ward, its purity repulsing the corrupted spirits and creating a temporary, defensible sanctuary for the party to regroup.

Roleplaying Offense: Offense with the Ancestor Seed is about attacking the problem, not the symptoms. To defeat the blight, the party must understand it. The avatar can find the decaying stump of a great, ancient tree that succumbed to the blight long ago. By pressing the glove to the stump and using Commune with the Lost, they can speak with the tree’s ancestor-spirit. The spirit might reveal the blight’s origin and true nature—a deep-rooted magical parasite that is vulnerable to a specific type of elemental salt, or that draws its power from a corrupted artifact hidden beneath a specific rock formation. This knowledge becomes the party’s primary offensive weapon.

Armed with this information, the avatar can perform a direct environmental assault. They can use Seed of Renewal not on a random patch of ground, but on the corrupted soil directly above the blight’s hidden source. The sudden infusion of pure, concentrated life force into the heart of the supernatural disease could cause a violent, unstable reaction, weakening the blight at its core and exposing it to a final, physical attack from the rest of the party.

In an Industrial Wasteland

In a “dead zone” created by the toxic runoff from a massive, magic-powered factory, the glove serves to identify unseen dangers and to hold the creators of the blight accountable.

Roleplaying Defense: Here, the Voice of the Soil detects a different kind of threat. The ground does not feel “pained” with magical corruption; it feels chillingly “silent” and “numb.” By touching the earth near a runoff channel, the avatar can recoil and warn their allies, “There is no life-echo here at all. The land itself is dead. Don’t touch the water.” This defends the party from dangerous, mundane chemical and alchemical poisons that other forms of magical detection might miss. In a barren landscape devoid of food or clean water, Seed of Renewal can be used defensively to create a small, purified oasis where a few edible plants can be grown or clean water can be collected, a vital defense against starvation.

Roleplaying Offense: The glove is a potent tool for uncovering corporate crimes. The factory owner insists his practices are clean. The avatar can use Commune with the Lost, pressing their glove to the stained, dead earth at the river’s edge to contact the “ancestor-spirit” of the river itself. They might receive a clear vision of the factory owner, ten years prior, personally overseeing the dumping of a specific, highly illegal toxic sludge under the cover of darkness. This vision is not just a clue; it is an offensive weapon that can be used to destroy the owner’s reputation and bring the full weight of the law down upon him.

A more symbolic form of offense would be to use Seed of Renewal right at the factory’s main gates, creating a small, defiant circle of lush, pristine green grass on the company’s doorstep. This act is not a physical attack, but it is a powerful political statement. It becomes a rallying point for protestors and a source of public shame for the corporation, “attacking” their public image and, by extension, their profits.

At a Tense Diplomatic Negotiation

When facing a logging or mining baron in a negotiation over the fate of a forest, the glove allows the avatar to wield the truth of the land as a weapon.

Roleplaying Defense: The baron may present samples of wood, claiming they are from a managed, sustainable logging operation. The avatar can use the Echo of the Terroir passive by discreetly touching the wood with their gloved hand. They might receive an empathic impression not of a healthy, managed forest, but of the “pain” of a clear-cut ancient grove and the “sorrow” of a dying ecosystem. This allows the avatar to instantly see through the lie, announcing, “This wood does not feel content. It feels like it was torn from a dying land,” defending the entire negotiation from being built on a foundation of deceit.

Roleplaying Offense: The baron might argue that a particular ancient forest is barren and economically useless, suitable only for clear-cutting. The avatar, having previously visited this forest, could have used Commune with the Lost to speak with the ancestor-spirit of a rare and beautiful “Sunglow” orchid said to be extinct. The spirit would have guided them to a hidden, high-altitude cliff where a few orchids still survive. In the middle of the negotiation, the avatar can produce a living, blooming Sunglow orchid and place it on the table. “You claim the forest is dead,” the avatar can state, “but its ancestors told me where their children are still hiding.” This act of living proof is an offensive maneuver that can utterly shatter the baron’s entire argument.

For a more subtle, psychological attack, the avatar could use Seed of Renewal to purify a handful of soil from a sacred grove the baron’s company has already destroyed. They could then use stealth to have this supernaturally “living” soil delivered as a “gift” to the baron’s office. The soil would radiate a constant, low-level aura of life, memory, and sorrow. It might cause the baron to have sleepless nights, to hear the phantom sounds of wind in the trees, or to feel the accusatory presence of the forest he destroyed. It is a non-violent offensive act of haunting, using the ghost of nature itself as the weapon.

Perception of Activation:

SIGHT

  • User’s Perspective: When the user activates the glove by pressing it to the earth or a living thing, their vision becomes overlaid with a vibrant, green-tinted filigree of light. Every living plant, from the mightiest tree to the smallest moss, is outlined in this gentle, pulsing green energy. The spirits of the dead, both animal and plant, appear as faint, ghostly white silhouettes against the landscape. The Ancestor Seed on the glove glows with a bright, internal light, and ethereal, root-like tendrils of green and white light can be seen growing from it, wrapping around the user’s hand and wrist.
  • Observer’s Perspective: An observer would see the Ancestor Seed begin to glow brightly, its light soft but unmistakable, especially in dim conditions. The ghostly-white veins inside the seed would pulse more rapidly and intensely. If they look closely, they might see faint, illusionary tendrils of green light flicker around the user’s hand before fading. The user’s eyes often take on a faint, green reflection.
  • Positives: The visual feedback for the user is incredibly informative, providing a clear map of the life, death, and spiritual energy in their immediate environment. For an observer, the effect is noticeable and magical, but not so overt as to cause widespread panic.
  • Negatives: The sheer amount of visual information can be overwhelming in a dense forest, making it difficult for the user to distinguish individual plants or notice a physically present enemy hiding among the glowing flora. To an observer, the sudden, bright glow could undesirably draw attention in a stealth situation.

SOUND

  • User’s Perspective: The user’s hearing attunes to the “sound” of nature. The wind in the leaves begins to sound like a chorus of whispers, the flow of water sounds like a song, and the creaking of wood sounds like speech. The user can perceive a low, continuous hum that is the collective life-force of the environment, and the silence of a blighted area becomes a deafening, painful void.
  • Observer’s Perspective: The activation is completely silent.
  • Positives: The user gains an intuitive, auditory understanding of the health and mood of the ecosystem around them. The silence of the activation allows it to be used discreetly.
  • Negatives: The cacophony of natural sounds can make it extremely difficult to hear a companion’s voice, the snap of a twig from an approaching threat, or any other sound that is not part of the “song” of nature.

SMELL

  • User’s Perspective: The user’s sense of smell becomes incredibly acute and attuned to the natural world. They can smell not just the damp earth, but the specific mineral content within it. They can smell not just a flower, but the life stage of its pollen. They can also detect the phantom aromas of the past—the scent of woodsmoke from a long-extinguished campfire or the ghostly scent of a beast that marked its territory here weeks ago. Blight and corruption have a sharp, unnatural, chemical smell that cuts through all others.
  • Observer’s Perspective: No physical odor is produced.
  • Positives: This provides an unparalleled ability to track, forage, and detect unseen environmental dangers or the history of a location.
  • Negatives: The sheer intensity of natural smells, especially in a jungle or swamp, can be overpowering. The phantom smell of a predator or a tragedy can trigger a false sense of alarm.

TOUCH

  • User’s Perspective: The glove becomes an extension of their sense of touch, allowing them to feel the “texture” of the land’s life force. Healthy soil feels warm and vibrant beneath their gloved hand, while blighted earth feels brittle, cold, and “sharp” with pain. They can feel the flow of water deep underground or the vast, interconnected network of roots beneath their feet. The Ancestor Seed itself pulses with a gentle, rhythmic warmth, like a slow heartbeat against their skin.
  • Observer’s Perspective: An observer would see no physical change, though if they touched the user’s gloved hand, they would notice it is unnaturally warm, even through the tough, root-like material.
  • Positives: This provides a direct, tactile way to diagnose the health of the land and to navigate by sensing the unseen flow of natural energies. The warmth is a comforting, constant reminder that the magic is active.
  • Negatives: The constant influx of tactile information can be distracting. A user might flinch from the “pain” of stepping on corrupted ground even if it is physically safe, or be so focused on the feeling of a subterranean river that they walk into a physical obstacle.

TASTE

  • User’s Perspective: A clean, invigorating taste of rich soil, fresh rainwater, and new-growth chlorophyll fills the user’s mouth, regardless of what they are actually eating or drinking. It is the taste of pure, uncorrupted life essence, a stark contrast to any physical flavors.
  • Observer’s Perspective: None.
  • Positives: The pleasant, grounding sensation acts as a clear confirmation that their connection to the life-force of the world is active and pure.
  • Negatives: The persistent taste can overpower or interfere with the actual taste of food or drink. This could be a significant problem if the user is trying to detect a physical, ingested poison through normal means, as its flavor would be completely masked.

EXTRA-SENSORY PERCEPTIONS

  • The Web of Life:
    • User’s Perspective: The user feels their own consciousness expand beyond their body, touching upon the vast, interconnected network of living things around them. It is not telepathy, but a shared awareness. They feel the slow, patient “thoughts” of the ancient trees, the frantic, instinctual survival-drive of the insects, the deep memory of the stones. It is a feeling of being a single, aware node in a planetary-wide web of life and memory.
    • Observer’s Perspective: The user appears completely still and lost to the world, their eyes unfocused. They may sometimes mutter or whisper to themselves, as if in quiet conversation with the trees or the ground itself.
    • Positives: This provides a holistic, unparalleled understanding of the entire ecosystem, the relationships between its parts, and its overall state of being.
    • Negatives: The sheer scale of this networked consciousness can be overwhelming. It can induce a loss of self or a difficulty in distinguishing one’s own thoughts from the “thoughts” of the forest, leading to mental exhaustion.
  • Ancestral Recall:
    • User’s Perspective: When communing with a species, the user doesn’t just connect with one spirit, but with the entire ancestral line. They might feel a fleeting memory of the first acorn that spawned an ancient oak, the memory of that oak’s two-hundred-year life, and the memory of every sapling it has ever fathered. It is a sense of experiencing a thousand lifetimes of a species simultaneously.
    • Observer’s Perspective: None, beyond the user’s deep, unbroken concentration.
    • Positives: This provides incredible historical depth and context, allowing the user to understand the ancient origins and evolutionary path of the current landscape and its inhabitants.
    • Negatives: The flood of ancestral memory is a chaotic torrent of information. Trying to sift through thousands of years of a single species’ “experience” can cause intense headaches, disorientation, and leave the user mentally drained.
  • The Spirit’s Burden:
    • User’s Perspective: When touching blighted land or communing with a tormented nature spirit, the user feels a portion of that spirit’s pain directly. It is a cold, draining feeling of grief for what was lost, the sharp spiritual pain of poison, or the burning agony of an unnatural fire. This is the source of the user’s ability to heal the land—they must first take a piece of its pain into themselves to understand it.
    • Observer’s Perspective: The user might grimace in pain, shiver uncontrollably, or appear physically ill for a moment, even if there is no visible cause.
    • Positives: This creates a direct, empathic link that allows the user to understand the exact nature of an affliction, making them far more effective at diagnosing and healing it.
    • Negatives: It is a physically and spiritually painful process. Taking on the “sickness” of the land, even for a moment, can inflict real harm on the user, causing temporary physical fatigue, nausea, or leaving behind a lingering residue of spiritual sorrow that can affect their mood for hours.

Recipe: The Grave-Gardener’s Glove

A schematic detailing the creation of a necromantic focus for communion with the natural world. This process weaves together natural materials and gentle necromancy to forge a tool that can listen to the ancestor-spirits of the land and aid in its conservation.

Materials Needed

  • 1x Hide of an Elderwood Stag: The tanned leather from a stag that lived its entire natural life in an ancient, undisturbed forest. The hide is imbued with the wisdom and resilience of its home.
  • 1x Petrified World-Seed: The primary component. A stone-like seed, often resembling serpentine or jade, taken from a fossilized branch of one of the legendary World-Trees that fell an epoch ago. It contains a deep, dormant echo of immense life force.
  • 1x Spool of Ghost-Vine Thread: A tough, fibrous thread spun from the pale, phosphorescent vines that grow only in deep, magically-active caverns. This thread is known for its ability to bind physical objects to spiritual energy.
  • 1x Vial of First-Light Dew: A few drops of dew collected from the leaves of a newborn sapling at the exact moment of its first sunrise. This reagent acts as a catalyst for awakening dormant life-force.
  • 1x Cake of Living Loam Polish: A finishing wax made by combining beeswax with soil taken from a place of powerful natural rebirth, such as a forest floor recovering from a fire.

Tools Required

  • Leatherworker’s Kit: A set of sturdy needles, a cutting knife, and a stitch-marking wheel for crafting the glove itself.
  • Lapidary’s Polishing Cloths: Fine cloths and gentle abrasives used to polish the Petrified World-Seed without damaging its surface.
  • Ritual Basin (Clay or Stone): A simple, natural bowl used to hold the dew during the attunement ritual.
  • Bone Needle: A large, thick needle carved from the bone of a beast of burden, used for stitching with the Ghost-Vine Thread.

Skill Requirements

  • Leatherworking (Novice): The ability to cut, shape, and stitch tough leather into a functional, fingerless glove.
  • Nature Lore (Novice): A basic understanding of ecosystems and the flow of life force is needed to properly handle the materials and guide the enchantment.
  • Necromancy (Initiate): The crafter must understand the specific branch of necromancy that deals with communing with the collective spiritual echoes of non-sentient life forms (plants, animals, the land itself). This is a Tier 1 skill.

Crafting Steps

  1. Fashioning the Glove: Using the Leatherworker’s Kit, cut the Hide of the Elderwood Stag into the pattern for a fingerless glove. The design should be simple and rugged, focusing on durability and comfort. Stitch the pieces together using a standard sturdy thread, but do not yet close the final seam on the back of the hand.
  2. Polishing the Heart: Take the Petrified World-Seed and use the Lapidary’s Polishing Cloths to bring its surface to a deep, lustrous shine. This is a meditative process, intended to honor the seed and awaken its receptiveness to the magic to come.
  3. Binding the Seed: Lay the polished World-Seed onto the back of the unfinished glove. Using the Bone Needle and the Ghost-Vine Thread, securely stitch the seed in place. The Ghost-Vine Thread is tough and will require significant force. The pattern of the stitching should be deliberate, often forming a spiral or a web that spreads out from the seed, symbolizing its connection to the greater world. Once the seed is secure, complete the final seams of the glove.
  4. The Ritual of Awakening: Take the completed glove to a place of natural vitality, such as a healthy forest grove or a pristine riverbank. Pour the vial of First-Light Dew into the Ritual Basin. The crafter must put on the glove and place their gloved hand into the basin, ensuring the dew soaks the seed. This is the core necromantic step. The crafter must channel their mana through the glove, focusing their will not on power or command, but on listening. They must reach out with their senses, feeling the hum of life in the soil, the memory of the wind, and the silent presence of the spirits of the place. They must hold this state of communion until they feel a distinct, gentle warmth begin to pulse from the seed itself.
  5. Sealing the Pact: Once the seed has awakened, remove the hand from the basin. While the glove is still damp with the enchanted dew, take the Cake of Living Loam Polish and work it thoroughly into the leather and around the base of the seed. This seals the enchantment, protects the leather, and infuses the entire item with the final, life-affirming energy of rebirth. The glove will now remain permanently warm to the touch, a sign that the Ancestor Seed within is awake and listening.

Girl and the Silent Ash

In the time before now, when the world was younger, there was a great forest. And in the forest lived a people who knew the names of all the trees and all the beasts. Their souls were tied to the forest-soul. But a great blight came, a sickness of magic that was grey and hungry. It ate the forest. It turned the green leaves to black ash and the songs of birds to silence. And as the forest died, the people died with it, for their souls had no home.

Soon there was only one left. A young woman named Isha. Her home was a land of ash and her heart was a house of sorrow. The spirits of the forest, the ghosts of the great wolves and the ancient oaks, were screaming in their sleep, or they were gone. Isha was alone, and the memory of her home was dying.

She wished to make the green return, but the ash would not accept a new seed. The land was not just dead; its spirit was sick with a poison of memory.

One night, Isha slept on the ash, and she had a dream. In the dream, her grandmother came to her, a spirit made of moonlight and leaves. Her grandmother said, the forest is gone, but its story is not. You must seek the heart of the mother that fell. Before the world was islands, there was one great tree, and its children were all the forests. When it died, its memory was locked in stone. Find this memory. It can teach the ash to live again.

So Isha built a small boat. She sailed on the great ocean for many days and many nights. She followed the star that did not move. She came at last to a barren island of black rock. There were no trees. There was no grass. There was only the wind, and the wind had no stories to tell. It was a place of great emptiness.

Isha walked for three days to the center of the island. There, she found it. A root. It was a root as large as a hill, a great black root of stone that twisted up from the ground. It was the last piece of the World-Tree that had died an age ago. Isha put her hand on the stone root. It was cold. It was empty. There was no life. There was no memory. All she felt was a great and final ending. Her hope became a stone in her chest. She sat by the root and she grieved. She grieved not just for her own lost forest, but for this first, greatest forest that was now only a rock.

She sat for a day and a night. Then she knew what she must do. She would perform the final rite of her people. The rite to honor the dead. She stood and pressed her hand flat against the great stone root. And she began to speak. She spoke into the stone all the names she knew from her home. “I remember you, Silver Birch,” she whispered. “I remember you, Red-Crested Woodpecker. I remember you, Grey Wolf and your pack. I remember you, shy Moss-Flower.” She told the dead tree all of the life it had helped to create. She gave the great emptiness her own memory.

As she spoke the last name, a single tear fell from her eye and landed on the stone. Where the tear touched the root, a small sound was heard, like a seed pod cracking open. A tiny crack of green light appeared in the black stone. And from the crack, a single, stone seed, the size of an acorn, pushed its way out. It was not cold. It was warm in her hand. And inside it, a faint white light was pulsing, like a slow and patient heart. It was the last memory. The last seed.

Isha understood. She took the seed and sailed back to her land of ash. From the roots of the last dead tree on the edge of her old forest, she wove a glove. She stitched the warm stone seed onto the back of it. She put on the glove.

She walked to the center of the dead land and placed her gloved hand on the ash. And she listened. Through the seed, she could now hear the whispers of the land. They were faint. They were full of pain. But they were there. She felt the sorrow of the land’s spirit. She focused her own life, her own warmth, and pushed it through the seed and into the ground. It was not a command. It was a comfort. It was a shared memory.

And where her hand rested, a single, tiny, green sprout pushed its way up through the black ash.

It was not a forest. It was not a meadow. It was only one green thing in a world of grey. But it was a beginning. And Isha, the first Grave-Gardener, knew that her work had just started.


The Moral of the Story: To make a new life grow, you must first be willing to sit with the dead and listen to the story of what was lost.

Suggested conversions to other systems:

Call of Cthulhu

The Seed of the Black Goat

This artifact appears to be a crude glove woven from the roots of an unidentifiable tree, with a single, unnaturally warm, obsidian-like seed stitched to the back. It is a tool used by isolated, backwoods cults who worship entities like Shub-Niggurath. The glove does not connect the user to “nature,” but to the seething, alien life-force of the Mythos that underpins the natural world. To use it is to listen to the whispers of the Black Goat of the Woods and risk being overwhelmed by its terrible fecundity.

Game Mechanics:

  • Unnatural Affinity: The Investigator gains one bonus die on all Natural World or Survival rolls. However, this constant connection to the alien life-force of the planet inflicts a continuous strain on the user’s mind, requiring a Sanity roll (0/1 SAN loss) for each full week the glove is worn.
  • Diagnose the Taint (Active): By placing the gloved hand on the ground for one minute, the Investigator can make a POW roll. On a success, they get a brief, overwhelming empathic impression of the land’s spiritual health (e.g., “The land feels healthy and teems with a terrifyingly alien life,” “This forest is sick with a supernatural blight that feels sentient,” “The soil is numb and dead from a poison that is not of this earth.”). This unnatural insight is disturbing and costs 1 Sanity point.
  • Commune with the Ancient Ones (Active): Once per investigation, by meditating for one hour in a wilderness setting, the Investigator may attempt to contact the “ancestor-spirit” of a long-extinct life form. This requires a Hard Cthulhu Mythos roll.
    • Success: The Keeper provides a cryptic clue or vision regarding the species or the history of the land, at the cost of 1/1d4 SAN.
    • Failure: The attempt fails, and something other than the intended spirit answers the call, with consequences determined by the Keeper.

Blades in the Dark

The Grove-Keeper’s Hand

A rare artifact, not from the city, but from the death-lands beyond. Some say a small, forgotten cult of grove-keepers tends to the strange flora that grows in the shadow of the ghost-field. This glove is their primary tool. Woven from the roots of a ghost-blighted tree and set with a seed that pulses with a faint inner light, it allows the wearer to interact with the spirits of the natural world, a form of communion most city-folk have long forgotten.

Game Mechanics:

This is a piece of Occult Gear.

  • Spirit of the Land: When you Study a natural environment (a noble’s garden, a patch of blight in a canal, a weird mushroom grove in the sewers), you may use the glove to gain +1d to your roll. On a success, you learn about its spiritual health and history, not just its physical state.
  • Beast-Warden: When you Consort with the ghost of an animal or a strange nature spirit, you automatically start with a good position, as the glove marks you as a non-threatening, kindred entity.
  • Long-Term Project: Cleanse the Taint: You can start a long-term project (e.g., 8-segment clock) to cleanse a small, blighted area. To work on the clock, you must perform a Wreck action, channeling your own life force and willpower into the glove to heal the land’s spirit. This is dangerous and inflicts Level 1 Harm “Drained” each time you do it.
  • Ask the Ashes of the Past: You can use the glove to seek knowledge from a time before the cataclysm. This functions as a flashback to Attune to the ghost of a long-dead plant or animal species to ask it one question about its extinction or the history of its environment. The cost is 2 Stress.

Dungeons & Dragons

Warden’s Seed-Glove Wondrous item, uncommon (requires attunement)

This single, fingerless glove is woven from the tough roots of an Ironwood tree. Stitched to the back is a petrified seed from an ancient, magical forest, which pulses with a warm, gentle light. The glove attunes the wearer to the life-force of the natural world and the lingering spirits of flora and fauna, making it a treasured tool for rangers, druids, and Circle of Spores initiates.

  • Naturalist’s Insight. While wearing this glove, you have advantage on Wisdom (Nature) and Wisdom (Survival) checks.
  • Voice of the Land. As an action, you can place your gloved hand on the ground to instantly learn the general health of the natural life within a 1-mile radius. You learn if the land is healthy, suffering from a mundane blight or disease, or has been desecrated or tainted by supernatural magic.
  • Commune with Nature’s Memory. Once per day, you can use the glove to cast the Speak with Plants spell. When you cast the spell in this way, you can target dead or petrified plants, and you can communicate with the collective consciousness of all plants of a specific species in the area, learning general information about their history and what they have “witnessed.”
  • Seed of Renewal. As an action, you can touch a 5-foot square of land that has been magically blighted or desecrated. You can expend one of your Hit Dice to remove the magical blight from that area. You do not regain hit points from this expenditure. Once you use this property, you can’t use it again until the next dawn.

Knave

Glove of the Grave-Seed Glove, 1 inventory slot

A single, tough glove woven from dark roots. A warm, stone-like seed is set on the back. It smells of damp earth.

  • Passive: You have advantage on all saving throws made to forage for edible plants, to track a creature through the wilderness, or to resist natural diseases (this does not apply to magical diseases or poisons).
  • Passive: The spirits of beasts and other natural (non-monstrous) creatures will not attack you unless you or your allies attack them first.
  • Active (Once per day): You may press your gloved hand to the ground. The GM will tell you if the land around you is healthy, sick with disease, or supernaturally cursed.
  • Active (Once per adventure): You may meditate in a wilderness location for one hour to ask a single question of the “spirit of the land.” The question must be about a plant or animal—living, dead, or extinct—that is native to that area. The GM will provide a short, cryptic, but truthful answer.

Fate

The Glove of First and Final Roots

This glove is an Extra, representing a character’s deep, spiritual connection to the natural world—not just to what is living, but to everything that has ever lived. It grants narrative permission to interact with the history of the land and the memories of its flora and fauna.

Aspects: The glove has two core aspects that can be invoked for a bonus or compelled to create complications: Listens to the Land’s Memory and A Friend to All That Was and Will Be.

Stunts:

  • Narrative Permission: The glove grants your character permission to interact with the spirits of nature—plants, animals, and the land itself—in ways that others cannot. You can justify knowing things about an ecosystem because you can “feel” its spiritual state.
  • Voice of the Soil: When you Create an Advantage by using the Lore skill to study a natural environment, you may use the glove to gain a +2 to your roll. The aspects you discover should be spiritual or historical in nature (e.g., A Deep and Ancient Sorrow, Poisoned Spirit-Wells, The Lingering Rage of the First Wolf).
  • Commune with the Lost: Once per story, you can spend a Fate Point to press your gloved hand to the earth and commune with the ancestor-spirit of a species that is now extinct in the area. The GM will reveal a crucial piece of forgotten knowledge, a secret about the land’s history, or the answer to a specific question about that species’ past.

Numenera & Cypher System

Gen-Archive Gauntlet

This device is a tough, fingerless glove woven from a root-like synthetic biomechanical material. On its back is a glowing, seed-shaped crystal that interfaces with the user’s nervous system. The gauntlet is a piece of the numenera that taps into the planetary datasphere, specifically accessing the “bio-archive”—the collective genetic and spiritual memory stored in the ecosystem itself. It allows the user to read the history of the very soil beneath their feet.

As an Artifact:

  • Level: 5
  • Form: A tough, fingerless glove woven from a dark, root-like material, with a glowing, seed-shaped crystal on the back.
  • Effect: The wearer gains an asset on all tasks involving understanding, navigating, or surviving in a natural environment. This includes identifying plants, tracking animals, and resisting natural poisons or diseases.
  • Depletion: 1 in 1d20 (When depleted, the crystal seed on the back cracks and goes dark).

Abilities:

  • Ecosystem Analysis (Action): The user can touch the ground and make an Intellect-based roll against the artifact’s level (a difficulty of 5). On a success, they receive a detailed summary of the area’s ecological health, including the presence of any mundane poisons, supernatural blights, or dominant spiritual entities within a short distance.
  • Commune with Ancestral Data (Action): Once every 28 hours, the user can place their gloved hand on the remains of a dead creature or plant (or on soil where they once thrived) and attempt to access its “ancestral data.” This is an Intellect-based task with a difficulty of 6. On a success, the user can ask the GM one specific question about that species’ history, its extinction, or a secret it “knew” about the area (e.g., the location of a hidden nest, a path to a secret spring, etc.).

Pathfinder

GRAVE-GARDENER’S GLOVE — ITEM 2+ UNCOMMON NECROMANCY PRIMAL DIVINATION Usage worn glove; Bulk L

This single, rugged glove is woven from ironwood roots and features a petrified seed from a long-dead World-Tree stitched to its back. The glove channels the wearer’s life force, allowing them to commune with the spiritual echoes of nature, diagnose the health of the land, and speak with the memories of life that has long since passed.

Invested: You gain a +1 item bonus to Nature and Survival checks. Furthermore, non-hostile animals and mindless plant creatures will not become aggressive toward you unless you or your allies take a hostile action first.

Activate [one-action] (Concentrate, Divination); Frequency once per 10 minutes; Effect You place your gloved hand on the ground or a plant. You learn the general state of health of the plant life and soil in a 100-foot radius. You can sense if the area is healthy, affected by a mundane disease or blight, or suffering from a magical or supernatural corruption.

Activate [one-hour] (Concentrate, Divination, Exploration); Frequency once per week; Effect You spend an hour meditating on the history of the land you currently occupy. At the end of this time, you can ask a question of the collective spirit of a single species of plant or animal that is now extinct or has not been seen in this region for over a century. The GM provides an answer in the form of a cryptic vision or a powerful feeling, which might give you a clue to a hidden location, reveal a piece of forgotten lore, or provide insight into the cause of the species’ disappearance.

Savage Worlds

The Seed of Remembrance

A magical glove woven from ancient roots with a glowing, stone-like seed set on the back. It attunes the wearer to the “spirit of the land,” allowing them to feel the health of an ecosystem, soothe wild creatures, and draw upon the forgotten knowledge of flora and fauna that have long since vanished.

Requirements: Novice, Spirit d6+, Survival d6+ Abilities:

  • Nature Sense: The wearer gains a +2 bonus to all Survival rolls for the purposes of foraging and tracking. They also gain a +1 bonus to Notice rolls made in a natural environment.
  • Friend of the Wilds: The Reaction of natural animals and animal spirits toward the wearer is automatically improved by one level (a Hostile creature becomes Uncooperative, an Uncooperative one becomes Neutral, etc.). This has no effect on monstrous or unnatural creatures.
  • Land’s Knowledge: This item grants the Divination power, but it can only be used to ask questions about the natural world, its history, or its inhabitants (living or dead). When used in a healthy, natural environment, this power may be activated once per day without spending Power Points.
  • Cleansing Touch: Once per session, the user can touch a small area of supernaturally corrupted or blighted land and make an Occult roll at -2. On a success, the magical taint is removed from a Small Blast Template area. This selfless act of healing is draining and inflicts one level of Fatigue on the user.

Shadowrun

Horizon “Gen-Archive” Glove

Marketed by Horizon’s eco-corporate division, “TerraFirst,” the Gen-Archive Glove is a sophisticated piece of magical biotechnology. The glove, woven from genetically engineered, living roots, is integrated with a crystalline “seed” that acts as a powerful qi-focus. It allows the user to interface directly with the astral spirit of an ecosystem, making it an invaluable tool for corporate terraformers, radical eco-activists, and shamans who follow nature-based totems.

  • Type: Qi Foci
  • Rating: 2
  • Activation: Simple Action
  • Game Mechanics:
    • Naturalist: While this foci is active, the user gains a +1 dice pool bonus to all tests within the Outdoors skill group (Navigation, Survival, Tracking).
    • Spirit Empathy: mundane critters and wild nature spirits do not perceive the user as an immediate threat. The user gains a +2 dice pool bonus to any Influence skill tests made to interact with such spirits.
    • Ecological Diagnosis: By spending a point of Edge and touching the ground or a body of water for one minute, the user can make a Magic + Intuition [Astral] (3) test. On a success, they receive a detailed mental report on the area’s ecological health, including the presence of mundane toxins, pollutants, or the strength of the local magical background count.
    • Commune with the Past: Once per run, the user may meditate for one hour in a natural environment to contact the “ghost” or astral echo of a local species that has gone extinct. This allows them to ask the Gamemaster one specific question about the area’s history or a key weakness of the current ecosystem or its dominant spirits.

Starfinder

Xenodruid’s Seed-Glove

A treasured piece of biotech for Xenodruids, planetary surveyors, and members of the Green Faith. This single, tough glove is woven from the vines of a rare, empathic alien plant. Stitched to the back is a biomechanical node, shaped like a seed, that glows with a soft green light. The glove attunes the user to the biorhythms of an alien ecosystem, allowing for rapid assessment and communication with strange new forms of life.

  • SYSTEM Xenodruid’s Seed-Glove
  • LEVEL 2
  • PRICE 875 credits
  • SLOTS 1 (worn on one hand)
  • BULK L
  • Game Mechanics:
    • This is a hybrid item that grants the wearer a +2 insight bonus on Life Science and Survival checks.
    • Assess Ecosystem (1/day): As a full action, you can place your hand on the ground, a plant, or a body of water to analyze the surrounding environment. You learn the general health and purity of the local flora and fauna within a 1-mile radius and can detect the presence of any significant diseases, poisons, or magical blights affecting them.
    • Beast Tongue: You can cast the speak with animals spell at will, but this effect is limited to beasts that are native to the planet you are currently on.
    • Purge Affliction (1/day): As a standard action, you can touch a creature or a 5-foot square of land. You can attempt to neutralize one poison or remove one disease affecting the target. This functions as the remove affliction spell with a caster level of 2.

Traveller

Ihatei Terraforming Gauntlet

A priceless and poorly understood artifact believed to originate with the Ancients. The gauntlet is a self-configuring metallic mesh that fits any humanoid hand. A smooth, warm, green stone-like device is embedded in the back. Imperial xenotechnologists theorize it is an ecological analysis and manipulation tool, capable of reading the genetic history of a world and promoting life. Its full capabilities are likely far beyond human understanding.

  • Tech Level: 16+
  • Legality: Forbidden (Uncontrolled and Unsanctioned Ancient Artifact).
  • Cost: Priceless (effectively 50+ MCr if a seller could even be found).
  • Game Mechanics:
    • Ecological Scan: By touching the glove to soil, water, or plant life, the user gets an immediate and detailed report on its health, composition, and any contaminants, displayed on a linked computer or as a neural data-burst. This grants DM+4 to any Science (Biology or Ecology) or Survival check.
    • Animal Pacification: The glove emits a complex, adaptive pheromonal and subsonic signal. All non-sentient animals (creatures with Animal-level intelligence) within 10 meters become docile and will not attack the user unless they or their pack are attacked first.
    • Genetic Archive Access: Once per week, the user may touch the glove to a dead plant or animal. The glove will attempt to access what is believed to be a galactic genetic archive. This requires a Difficult (10+) Science (Biology) check. On a success, the user learns the creature’s full genetic history, evolutionary line, world of origin, and the precise cause of its death.

Warhammer Fantasy Roleplay

The Hand of the Old Forest

This single glove is woven from the still-living roots of a petrified tree from the deepest, most ancient parts of the Laurelorn Forest. A single, acorn-shaped piece of glowing jade is stitched to the back with what looks like spider silk made of silver. It is a powerful magical item that channels both the Wind of Life (Ghyran) and the Wind of Death (Shysh), allowing the wearer to act as a bridge between what is, what was, and what could be again. It is a potent but dangerous tool for a Hedge Witch, an Amber Wizard, or a particularly devout follower of Taal and Rhya.

  • Qualities: Magical, Unstable
  • Game Mechanics:
    • Nature’s Kin: The wearer gains a +15 bonus to Animal Training and Outdoor Survival Tests. Furthermore, natural, non-monstrous animals will not act with aggression toward the wearer unless the animal is cornered, rabid with disease, or magically compelled.
    • Read the Land’s Health: Once per day, the user may place their hand on the ground and make an Average (+20) Perception Test. On a success, they learn the general health of the land within a one-mile radius and can sense the direction of any source of significant Chaos corruption or other unnatural blight.
    • Commune with the Ancestor-Spirit: Once per adventure, the user can meditate for an hour in a forest. They may ask the GM one question about the history of that specific forest or a type of beast or plant that once lived there. This requires a Challenging (+0) Channelling (Ghyran) Test.
      • On a failure: The user hears nothing.
      • On an Astounding Failure or Miscast: The user angers the local spirits, potentially awakening a malevolent forest entity (such as a Spite or an angry Treeman) that blames them for the disturbance.