Lore The shamans of the Verdant Coil jungle do not see the forest as a collection of individual plants and animals. They see it as a single, sprawling entity—one spirit with a billion mouths, a million roots, and a single, complex soul. To them, a sick monkey is a symptom of a sick tree, which is a symptom of a poisoned stream, all part of the same malady. Acolytes are taught to see this “Web-of-Life,” and to facilitate this lesson, they are tasked with carving their own first mask. It is a shaman’s most basic tool, designed not to hide the face, but to strip the illusions from the wearer’s eyes, allowing them to see the spiritual threads that bind the ecosystem together. Each mask is unique, but all serve the same purpose: to be the eyes and ears of the forest itself.
Description A lightweight, half-face mask carved from the pale wood of a balsa tree. Its features are simple and stylized, resembling a serene, wide-eyed forest animal like a lemur or an owl. The mask is not painted or varnished; instead, it is adorned with a living collage of local flora. Tiny, thriving patches of moss grow in the grain, a dusting of yellow pollen clings to the cheeks, and a single, fresh feather from a native bird is tucked behind one ear. These elements are unfixed and seem to change subtly with the health of the surrounding environment.
Detailed Stats
- Wisdom: +1
Passives Magic
- Nature’s Compendium: While wearing the mask, when you look at a native plant or animal, you intuitively know its common name, its role in the local food chain (e.g., predator, grazer, pollinator), and its general state of health (e.g., healthy, malnourished, sick).
- Whispers on the Wind: You have a constant, gut-level sense of impending, short-term natural weather phenomena. This is not a detailed forecast, but a simple, clear feeling like “the air grows heavy with rain,” “the wind carries a chill from the north,” or “the stillness feels wrong, lightning is coming.”
Activable Magics
- Diagnose the Weave (1 per day): By holding the mask to your face and standing still within a natural environment for one minute, you can perform a diagnostic ritual. You do not see the physical world, but rather a symbolic representation of the local ecosystem’s spiritual health. A healthy area might appear as a vibrant, glowing web of light. A sick area might appear as a web with dull, fraying threads. A place tainted by unnatural magic or poison would have black, corrosive holes in the weave. This reveals the what (sickness, taint) but not the specific why.
- A Gentle Nudge (2 per long rest): As an action, you can channel a small amount of restorative energy into one component of the ecosystem. This cannot be used directly on intelligent creatures. The effect is minor and symbolic, but tangible: you can cause a single wilted flower to bloom, purify one mouthful of water in a polluted stream, guide a lost bee back towards its hive, or help a sick animal find a hidden patch of medicinal herbs.
Specific Slot
- Head
Tags: Common, Head, Shamanism, Nature, Divination, Healing, Utility, Roleplay, Detection, Forest, Information, Living, Restoration, Ritual, Sensory, Support
On the world of Saṃsāra, the Web-of-Life Mask is a peculiar item to trade. As a living artifact whose decorations wither if taken to an unhealthy or sterile environment, it cannot be simply tossed in a crate and forgotten. Its sale and value are deeply connected to the knowledge of the seller and the needs of the buyer.
Here are the types of places where this item might be bought and sold:
1. At the Source: A Verdant Coil Village
- The “Shop”: There is no shop. The mask is not a product for sale. It would be acquired directly from a shaman or an acolyte within their village, likely in a communal longhouse that feels more like a greenhouse, teeming with life.
- How it is Acquired: A Web-of-Life Mask is never sold for coin here; to do so would be a grave insult to the forest spirit. It is given as a gift, bestowed as a mark of honor, or offered in exchange for a great service. A character who helped cleanse a poisoned stream, heal a sickened Grove Guardian, or defend the village might be presented with a mask as a sign of gratitude, symbolizing that they, too, are now a part of the forest’s web.
- Cost:
- In Service: The cost is a completed quest or a significant act of goodwill towards the ecosystem and its people.
- In Barter: In rare cases, it might be traded for something the tribe cannot create: finely crafted steel tools (axes, knives), a large supply of salt, or unique, non-invasive seeds for their gardens. The value is in utility, not wealth.
2. The Jungle’s Edge Trading Post
- The Shop: A humid, open-air stall at a bustling outpost bordering the great jungle. The shop, likely called “The Root & Vine” or “Canopy Curios,” is run by a trader who has a respectful, long-standing relationship with the jungle tribes. The mask would not be hanging in the sun but kept in a shaded, damp corner next to rare orchids and living insect specimens.
- How it is Sold: The trader understands the mask’s practical uses. They would sell it as a “Forager’s Friend” or a “Weather-Sense Mask.” They would point to the thriving moss on its surface as proof of its authenticity and “living magic.” The sale is commercial, but the seller would likely offer advice on how to keep the mask “healthy” by exposing it to nature regularly.
- Cost: 7 to 12 Gold Pieces. This is its first real monetary price, reflecting its rarity and the difficulty of acquiring it through trade from the reclusive tribes.
3. The Urban Apothecary or Herbalist’s Guild
- The Shop: In a major city, this mask would be a prized professional tool. It would be found at a high-end apothecary or the supply shop of a Healer’s or Alchemist’s Guild. Here, the mask would be kept under a small, humidified glass cloche to preserve its living decorations.
- How it is Sold: The spiritual lore is secondary to its utility. The seller would market it as the ultimate tool for quality control. “Why guess at which reagents are potent? This tool lets you see the life-force of a plant before you even harvest it. It guarantees you are using only the healthiest, most powerful ingredients.” The sale is a professional transaction to a discerning buyer.
- Cost: 18 to 25 Gold Pieces. Its price is high because it’s considered a long-term investment that can dramatically increase the quality and reliability of an herbalist’s or alchemist’s work.
4. A Naturalist’s Society or Explorer’s League
- The Shop: A gallery or private auction room within a society dedicated to the exploration and cataloging of the natural world. Here, the mask is seen as both a scientific instrument and a valuable cultural artifact.
- How it is Sold: The item’s provenance and history are as valuable as its function. The seller would present its tribal origins, its unique “living” nature, and its function as a diagnostic tool for entire ecosystems. It would be sold to a wealthy patron funding an expedition, a field researcher, or a collector of rare indigenous art. The sale would be a formal, educated affair.
- Cost: 30+ Gold Pieces. The price here is inflated by its cultural significance and academic interest. It’s sold not just as a tool, but as a story and a piece of history.
The Web-of-Life Mask is not an item of overt power. Its use in offense or defense is subtle, relying on knowledge, prediction, and the gentle manipulation of the world’s interconnectedness. A shaman using it is not a warrior, but a gardener tending the battlefield.
Roleplaying for Defense
Defensive use of the mask is about foresight, avoidance, and resilience. It allows the user to see the hidden dangers of the environment and guide their allies through them safely.
Environment: A Tainted Forest or Polluted Swamp
Scenario: The party must travel through a forest where the plants look sickly and the water runs black.
- The Roleplay: You act as the party’s ecological canary. Using Nature’s Compendium, you raise a hand to stop the fighter from eating a familiar-looking berry. “Wait. Look at its spirit. It’s twisted. The sickness of this land has made it poison.” Later, at a stream, you use Diagnose the Weave, holding the mask to your face. You lower it and say, “The web here is wrong… black and sticky. This water doesn’t just carry poison; it is poison. We cannot drink from it.” When the party’s waterskins run low, you can use A Gentle Nudge on a patch of moss, causing it to weep a single mouthful of pure, filtered water, defending an ally from dehydration in a hostile land.
Environment: Open Plains with an Approaching Natural Disaster
Scenario: A massive thunderstorm or a wildfire is rolling toward the unsuspecting party.
- The Roleplay: Long before anyone else sees the smoke or hears the thunder, you stop and turn your face to the wind. Your Whispers on the Wind ability gives you a crucial head start. “The air tastes of ash,” you announce grimly. “A great fire is coming, and it is coming fast.” Or, “The ground feels heavy. The sky is about to weep. We must find high ground now, before the plains become a river.” You then use Nature’s Compendium by observing the behavior of the local wildlife. “See how the prairie dogs are sealing their burrows? They know the flood is coming. Their burrows mark the high ground. We follow them to safety.” You are defending the party not with a shield, but with foresight granted by the ecosystem itself.
Roleplaying for Offense
Offensive use of the mask is indirect and cunning. It is about turning an enemy’s environment against them, removing their natural advantages, and using your deep knowledge of the world to create subtle but critical disadvantages.
Environment: Hunting Outlaws in their Home Territory
Scenario: You are tracking a group of bandits who know the local woods like the back of their hand. They are using the terrain to their advantage.
- The Roleplay: The bandits are proving impossible to track. You use Diagnose the Weave near a recently abandoned campsite. You see how their presence has left a “bruise” on the local spirit-web. “They are a sickness here,” you whisper. “And like any sickness, they leave a trail.” Following this spiritual trail, you use Nature’s Compendium to turn their knowledge against them. You see the remains of a plant they ate for supper. “This root only grows near watery caves,” you inform the party, pointing in a new direction. “We know where they sleep.” Before the final ambush, you find the patch of thick, flowering bushes they use for cover. You use A Gentle Nudge to cause the flowers to suddenly wilt and close, exposing their position to your archer at the critical moment. You have offensively removed their cover without making a sound.
Environment: A Corrupt Noble’s Manicured Estate Garden
Scenario: You need to send a message to a wealthy, arrogant noble, proving that his power and walls cannot protect him. A direct assault is impossible.
- The Roleplay: You scout the estate. The noble’s garden is his pride, a perfect, sterile collection of exotic plants. Using Diagnose the Weave from outside the walls, you see the truth: “This garden is beautiful, but it has no soul. It’s a monoculture. The web is brittle…unhealthy.” You have identified an offensive vector. You then find a single, diseased-looking beetle on a wild plant far from the estate. You cup it in your hands and use A Gentle Nudge, not to heal it, but to give it a single, overwhelming urge. You whisper, “Go, find the weakest petitioner for your affections.” You gently guide the beetle on a path towards the garden wall. A week later, word spreads through the city that the noble’s prized moon orchids, a genetically weak and pampered species, have been infested with a strange, incurable blight, causing him immense financial loss and public humiliation. You have committed a subtle, untraceable act of ecological warfare.

Perception of Activation:
Sight
- User’s Perspective: When you press the mask to your face for the Diagnose the Weave ritual, the physical world dissolves, replaced not by darkness, but by a luminous, three-dimensional web of light. Every living thing is a node of light—plants are steady green motes, animals are pulsing orange sparks. The threads between them show their relationship. A healthy ecosystem is a vibrant, brilliantly interconnected network. A sick one is dim, with fraying threads. Unnatural taint appears as a corrosive black void, eating the light around it.
- Positives: It’s an astonishingly beautiful and intuitive way to understand the complex health of an entire environment at a glance.
- Negatives: You are completely blind to the physical world, leaving you vulnerable. Witnessing the “light” of a beloved place flicker and die is a profoundly heartbreaking and haunting image.
- Observer’s Perspective: You see the user become still, their visible eye losing focus. The living adornments on the mask—the moss, the feather—begin to glow with a soft, pale-green luminescence. Faint, ghostly motes of light, like tiny fireflies, seem to drift from the surrounding trees and plants to be gently absorbed by the mask.
- Positives: The effect is gentle, beautiful, and non-threatening, clearly a form of natural, harmonious magic.
- Negatives: The user is motionless and completely unaware of their surroundings, making them an easy target. The blank, unfocused look in their eye can be unnerving.
Sound
- User’s Perspective: Physical sounds fade to nothing. You hear the “symphony” of the ecosystem—a complex harmony composed of the rustle of a billion leaves, the slow draw of water through roots, the whisper of wind, and the thrum of a million tiny heartbeats, all at once. A healthy system is a beautiful, consonant chord. A sick one is dissonant, with jarring, painful notes that are out of key.
- Positives: A breathtakingly beautiful and informative auditory experience that communicates the life of the world in a way words cannot.
- Negatives: You are deaf to any approaching physical threat. The “sound” of a dying or tainted ecosystem is psychically grating and can cause lingering mental distress.
- Observer’s Perspective: The ambient noise of the environment seems to quiet down in the immediate vicinity of the user. The chirping of crickets, the rustle of wind, all seem to be drawn into the user’s ritual, creating a small pocket of unnatural silence. The only sound is the user’s own soft, steady breathing.
- Positives: The ritual is silent, discreet, and unlikely to attract attention from a distance.
- Negatives: The cone of intense silence is eerie. Standing within it feels like being in the eye of a storm, and the sudden return of sound when the ritual ends can be jarring.
Smell
- User’s Perspective: You experience the holistic scent of the entire ecosystem at once. A healthy forest smells of clean rain, rich soil, and fresh chlorophyll. A swamp smells of the deep, complex cycle of life and decay. A blighted land smells of acrid chemicals, spiritual rot, and stagnant death.
- Positives: It provides another powerful layer of diagnostic information and can be intoxicatingly pleasant in a healthy environment.
- Negatives: The smell of a corrupted ecosystem is viscerally nauseating and can trigger a gag reflex even though it is not a physical scent.
- Observer’s Perspective: You notice the local scents become more potent and focused around the user. A breeze might suddenly carry the strong, clean smell of pine or damp earth directly to you, as if the user has become the focal point of the area’s natural aroma.
- Positives: It often brings a pleasant, grounding scent that reinforces the user’s connection to nature.
- Negatives: In a foul-smelling swamp or polluted area, the intensified odor could be extremely unpleasant.
Touch
- User’s Perspective: The mask feels as if it has dissolved, becoming weightless. You feel a thousand gentle, tingling threads brushing against your consciousness—the individual strands of the Web-of-Life. You can feel the warmth of sunlight on leaves hundreds of feet away, the coolness of water flowing underground, and the texture of bark on a distant tree.
- Positives: An incredibly immersive sensation that makes you feel truly at one with the world.
- Negatives: In a thorny or diseased area, the threads can feel sharp, sticky, or prickly, creating a deeply uncomfortable feeling of being touched by sickness.
- Observer’s Perspective: The user stands completely still. If you were to touch them, their skin might feel cool and slightly damp to the touch, as if covered in morning dew, even in a dry environment. The air around them feels calm and humid.
- Positives: It is tangible proof of a gentle, life-giving magic at work.
- Negatives: The unexpected clamminess of the user’s skin can be startling or strange.
Taste
- User’s Perspective: You experience the synesthetic “taste” of the ecosystem’s health. Healthy life tastes fresh and sweet, like clean water. Sickness tastes stale and bitter. Unnatural corruption has a foul, chemical taste like licking metal.
- Positives: It’s another useful, if abstract, diagnostic tool.
- Negatives: The taste of blight is vile and can linger in your memory, souring your appetite for some time afterward.
- Observer’s Perspective: You perceive nothing.
- Positives/Negatives: N/A.
Extra-Sensory Perceptions
- Empathic Union (User’s Perspective): You feel the collective, primal emotion of the area. Not individual thoughts, but the overall state of being: the deep contentment of a thriving old-growth forest, the sharp fear of a landscape during a drought, or the agonizing pain of a poisoned river.
- Positives: It is the ultimate form of empathy with the natural world, forging a profound and unbreakable bond.
- Negatives: It is emotionally overwhelming. Feeling the collective death-throes of an entire ecosystem is a deeply traumatic experience that can inflict lasting grief and sorrow upon the user.
- Aura of Sanctuary (Observer’s Perspective): A palpable aura of peace emanates from the user. Wild animals will not startle or flee from the ritual; they may even draw near to watch with placid curiosity. It feels safe and serene.
- Positives: The ritual is non-threatening to wildlife and can have a calming effect on agitated allies, making it safe to perform.
- Negatives: The sense of peace is so absolute it can feel magically compulsory, which may make paranoid individuals or those wary of mind-altering magic deeply suspicious.
- Oneiric Detachment (User’s Perspective): You feel your consciousness separate from your physical body, floating freely along the threads of the great web. The experience is fluid and dream-like, unconstrained by physical reality or the normal flow of time.
- Positives: A beautiful, liberating, and often enlightening out-of-body experience.
- Negatives: The total detachment from your physical form creates a sense of profound vulnerability. Returning to your body can feel like a jolt, leaving you disoriented for a few moments.
Recipe: The Mask of the World-Weave
This recipe details the ritualistic creation of a shamanic mask that allows the wearer to perceive the spiritual interconnectedness of an ecosystem, in the same tradition as the original Web-of-Life Mask. This is a task of patience and harmony, not simple woodworking.
Materials Needed
- Windfallen Bough: A piece of lightweight, pale wood (such as balsa or willow) taken from a branch or tree that has fallen naturally due to wind, age, or storm. The wood must be harvested from a healthy, thriving ecosystem. Wood from a cut tree or a blighted forest will not hold the magic.
- Living Tributes (A trio of gifts): These materials cannot be taken by force, but must be found or accepted from the environment.
- Moss-Velvet: A patch of living moss found on a fallen log or a stone (it cannot be scraped from a living tree).
- Pollen-Dust: A pinch of wildflower pollen, ideally gathered from the air on a breezy day or gently brushed from blooming flowers.
- A Shed Feather: A single, undamaged feather from a native bird, found on the ground where it was naturally shed.
- Binding Sap: A small amount of natural, non-toxic tree sap (like pine resin) or a simple paste made from flour and spring water.
- The Forest’s First Breath: A non-physical component. The crafter must be present for and experience the moment a forest awakens at dawn.
Tools Required
- Carving Tools: A set of sharp, well-cared-for woodcarving knives.
- Sanding Reeds: Natural abrasives, such as rough horsetail reeds, fine sand, or smooth river stones, for finishing the mask.
- A Quiet Heart and Patient Hands: These are the most essential tools.
Skill Requirements
- Proficiency: The crafter must be proficient with Woodcarver’s Tools.
- Knowledge: The crafter must have proficiency in the Nature or Survival skill, to identify the correct materials and understand their spiritual weight.
- Attunement: The crafter must have a Wisdom score of 13 or higher, reflecting the necessary perception to see beyond the physical.
- Prerequisite: The crafter must have successfully used the A Gentle Nudge ability of an existing mask, or have spent three full days living in a wild environment, leaving no trace and foraging for their food. They must prove they can live as part of the Web before they can see it.
Crafting Steps
The creation is a meditative ritual that takes three days, aligning the crafter with the rhythm of the natural world.
Day 1: The Shaping
- Find the Face: The process begins at sunrise. The crafter takes the windfallen bough and spends the first hour simply holding it, feeling the grain and listening to the wood. They do not force a shape upon it, but rather seek the shape that the wood itself suggests—the face of a local animal spirit (owl, fox, deer).
- The Slow Carve: Throughout the day, the crafter carves the mask. Each cut should be deliberate. This is not about speed, but about revealing the face within the wood. As they work, they should be in a state of mindful awareness of the forest around them.
- Sanding with Nature: The mask is smoothed using the natural reeds or stones. The goal is a finish that feels organic and soft, not artificially perfect.
Day 2: The Adornment
- Invitation, Not Application: At midday, when the sun is highest, the crafter lays out the Living Tributes. Using the binding sap, they gently affix the moss, pollen, and feather to the mask. This is treated as an invitation for these spirits to make a home on the mask, not as simple decoration.
- A Chorus of Thanks: For each element added, the crafter must offer a quiet, verbal thanks to the spirit of its source—the tree, the flower, the bird.
- Resting the Weave: The completed mask is placed in a safe, shaded spot at the base of a large, healthy tree and left overnight to allow the elements to settle into their new home.
Day 3: The Awakening
- Witness the First Breath: Before dawn, the crafter must go to the resting place of the mask. They must sit silently and witness the forest awaken—the first birdsong, the first light, the shift in the air. They must breathe in sync with this moment, “inhaling” the waking spirit of the place. This is capturing the Forest’s First Breath.
- The First Sight: As the first direct ray of sunlight touches the mask, the crafter picks it up and puts it on for the first time. They must take one long, slow look at the world through its eyes. The moss on the mask will appear impossibly green, the pollen will shimmer, and the feather will feel light as air.
- The Promise: The crafter makes a silent promise to the forest spirit to act as its steward. Upon this promise, the magic settles, and the mask is truly alive.
History of Chay and Sickness from the Sky
It is told from the old telling, from the words that came before our words, of the Verdant Coil. The jungle was one thing then. A great green thing. The animals and the trees and the river and the people, the Coil-Kindred, they were all threads in the one thing. The shamans, they could feel the threads. They could feel the happiness of the monkeys, and the thirst of the trees, and the long slow dream of the river. Their ears were very good for feeling.
But their eyes were like our eyes. They saw a tree. They saw a monkey. They did not see the thread between them.
In this time was a young man, Chay. He was learning to be a shaman. His ears were very good. He could feel the song of the jungle better than his teachers. But he was sad, for he could not make the sick well. His hands were clumsy hands.
One night, a star fell from the sky-blanket. It was not a soft star. It was a hot star, a stone of sickness. It made a black wound in the green of the jungle. And from the wound came a quiet sickness. It had no sound. It did not roar. The flowers, they bowed their heads and did not rise again. The monkeys grew sad, and their fur fell out, and they looked like old men. The water-that-runs became slow and thick, like dark oil. A great sadness came to the Verdant Coil, and the song of the jungle grew weak and sour.
The great shamans held a ritual. They drummed for three days. The sound was very big. They sang the songs of healing. Their voices were very strong. But the sickness did not listen. It was a deaf sickness. The shamans could feel the web of life tearing, but they could not see where the threads were breaking. Their magic was like a man trying to catch smoke with his hands.
Chay’s heart fell to his feet. He went to the edge of the black wound where the sky-stone had fallen. He put his ear to the ground and listened. He heard nothing. He heard the great-emptiness of the sickness. He fell into a trance-sleep there on the sick ground. And in his head, a voice came. It was not a mouth-voice. It was the voice of the jungle itself, a head-voice. It said, “Your ears are good, Chay. You feel my pain. But this is a sickness for the eyes. You must borrow the eyes of the forest. You must see the web.”
Chay woke up. His path was clear in his head. He walked for a day to the heart of the jungle, to the First-Tree, the one who was grandfather to all the other trees. He did not take his axe. He said to the tree, “Grandfather, the jungle is sick. I must borrow the eyes of the forest. I ask for a gift.” He waited. Soon, the wind blew, and a great bough, pale and light, fell at his feet. It was a gift.
He took the wood. He found moss that was still bright and green. He found flowers whose pollen was still golden. He found a blue feather from a parrot who was old and knew many secrets. He carved the wood. He did not make it look like his own face. He made it look like the face of the forest spirit, with wide eyes for seeing. He put the moss and the pollen and the feather on it. He did not use paint. He used the life of the jungle itself.
He took the mask back to the edge of the black wound. He put the wood-face on his own face. And the world was gone. And the Web was there.
It was light. All things were threads of light. The great trees were pillars of green light. The monkeys were sparks of orange light. He saw the threads that went from the tree to the monkey to the flower to the river. It was beautiful. A great beauty. But from the place where the sky-stone lay, a blackness crawled. It was a rot. A living rot that moved on the threads of the web like a bad spider. It did not eat the things. It ate the light between the things. It ate the connections.
Chay saw then why the shamans’ magic had failed. They tried to heal the sick monkey, but the thread that gave the monkey its food was already black and rotten.
He did not fight the blackness. He was one man, and the sickness was a piece of the sky. Instead, he used the mask-eyes to find the light that was still strong. He ran back to his people. He said, “I can see the sickness. I can see the good paths.”
He showed them the streams whose threads were still bright and clean. He showed them the fruit trees the black rot had not yet touched. He led them away from the sick places. He could not heal the jungle. But he could help his people live within the sickness. He used his clumsy hands, the hands that could not heal, to perform small acts. He saw a bee-spirit, a tiny light, lost because its flower-thread was gone. He guided it to a new flower. He saw a young tree, its light flickering. He guided the people to give it a special water. These were small things. But many small things make a big thing.
The black rot did not go away. The wound from the sky-stone is still there. But the jungle did not die all the way. Around the blackness, the web of light grew strong again. The threads became bright. Chay taught others how to make the mask, how to see the web. He taught them not just to look at the monkey or the tree, but to look at the space between them. For that is where the magic is.
Moral of the story: To heal a great sickness, do not always fight the rot, but instead, give strength to what is still healthy.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Mask of the Verdant Web
A ritual mask from a remote jungle culture, crafted from living materials. It is believed to allow the wearer to see the “spirit” of the land, but such visions can expose the mind to the horrifying reality of places that have been touched by unnatural, cosmic forces.
Game Mechanics: An Investigator possessing this mask gains a bonus die (+10%) on any Natural World or Spot Hidden roll to notice ecological abnormalities, such as strangely mutated plants, unusually silent animals, or the subtle signs of a blight.
Diagnose the Land: Once per game session, the Investigator can perform a 10-minute ritual by wearing the mask in a natural environment and entering a trance. At the end of the ritual, the user receives a symbolic vision of the area’s spiritual health.
- Healthy Area: The Investigator sees a vision of vibrant, interconnected life. The experience is calming and restores 1 Sanity point.
- Unnaturally Sick Area: The vision is of dying, graying life and fraying connections. The Investigator gains a specific clue about the nature of the sickness (e.g., “a poisoned heart,” “a choking mist”) but must make a Sanity roll (0/1D2 loss).
- Mythos-Tainted Area: The Investigator witnesses the ecosystem’s “spirit” being actively devoured or twisted into alien geometries by a horrifying, incomprehensible force. They gain a significant clue about the Mythos presence but lose 1D4 Sanity points automatically.
Blades in the Dark
The Coil-Kindred Mask
A living mask of pale wood and jungle flora, used by spirit-wardens of the Dagger Isles to read the health of the spirit-web that infuses the land. It can reveal spiritual corruption, hidden natural resources, or the ghosts of things that have died.
Game Mechanics: This is a set of [Occult] gear. When you Survey a location while wearing the mask, you can ask one of the following questions in addition to the normal benefits of the roll:
- What here is sick or poisoned?
- What is the strongest natural spirit or echo?
- Where can I find the most potent natural resource (alchemical ingredient, animal, etc.)?
As a Downtime Activity, you may perform a ritual to Attune to the mask and diagnose the spiritual health of your crew’s hunting grounds or lair. On a success, you discover if there is any growing corruption or spiritual malady. On a critical success, you also learn its source. On a mixed success, you learn about the malady but the vision inflicts 1 level of Harm (“Spiritual Nausea”).
Dungeons & Dragons (5th Edition)
Web-of-Life Mask Wondrous item, uncommon (requires attunement)
This lightweight wooden mask is adorned with living moss and pollen that subtly changes to reflect the health of your current environment. While wearing this mask, you have advantage on Wisdom (Nature) checks made to identify plants, animals, or to determine the purity of a natural water source.
The mask has 3 charges and regains all expended charges daily at dawn.
- Diagnose (1 Charge): As an action, you can hold the mask to your face and peer through its eyes. For 1 minute, you can see faint auras around any visible creature or object within 30 feet that bears a poison or disease, as well as the general health of plants in the area. This functions as the spell detect poison and disease.
- Commune with the Weave (3 Charges): You can spend 10 minutes in a meditative trance while wearing the mask to diagnose the state of the surrounding ecosystem. You learn three facts about the local area (within 1 mile), chosen from the following list:
- The location of the nearest source of clean water.
- The location of any areas of powerful magical or unnatural taint.
- The general health and population of a single animal or plant species in the area.
- A short-term forecast of the natural weather for the next 8 hours.
Knave (2nd Edition)
The Living Mask Takes up 1 inventory slot. A pale wood mask adorned with living moss and a single feather.
- Passive: When you look at a plant or animal, the GM tells you its name and if it is sick or healthy. When you look at a source of water, the GM tells you if it is clean or polluted.
- Daily: You can use the mask’s magic twice per day. You press the mask to your face and when you next open your eyes you can either:
- See the lingering trail of a specific creature you are tracking as glowing footprints for the next hour.
- Get a vision of the safest, most direct path to a specific type of natural feature within a mile (e.g., “the tallest tree,” “the nearest cave,” “the river”).
Fate Core / Fate Condensed
The Mask of the Verdant Web
An Extra representing a living, symbiotic mask that allows the wearer to perceive the spiritual connections that bind an ecosystem, seeing the world not as individual things, but as one great, interconnected being.
Aspects:
- Sees the Threads Between All Things (can be invoked for a bonus when trying to understand the relationship between two seemingly unrelated things in an environment, or to notice a subtle environmental clue).
- A Living, Breathing Artifact (can be compelled if the mask begins to wither or react poorly to an unhealthy or artificial environment, causing the wearer distress or disadvantage).
Game Mechanics:
- Permission: While wearing the mask, you can use the Empathy skill on a location or ecosystem as if it were a character, to get a sense of its general emotional state (e.g., “Peaceful,” “Afraid,” “Angry”).
- Create an Advantage – Diagnose the Web: When you take time to study your surroundings, you can Create an Advantage using the Lore skill to discover aspects related to the ecosystem’s health, such as Poisoned Roots, Unnatural Silence, or Feverish Growth.
- Overcome – A Gentle Nudge: By spending a Fate Point, you can perform a minor, symbolic act of ecological balancing. This allows you to use Will to Overcome a minor environmental obstacle, such as purifying a single drink of water, coaxing a necessary flower to bloom out of season, or calming a startled animal so it doesn’t bolt.
Numenera & Cypher System
Symbiotic Diagnostic Mask
This pale, wooden mask is covered in a living, moss-like biotech film that interfaces with the wearer’s nervous system. It constantly analyzes ambient biological data—spores, pollen, pheromones, and bio-energy fields—projecting a visual overlay of the local ecosystem’s health directly onto the user’s optical nerve. It sees the web of life as a literal network of data.
Type: Artifact Level: 3 Form: A lightweight, half-face wooden mask. Effect: While worn, the user sees a constant, faint visual representation of the life around them. This grants them an asset on any task related to identifying plants, animals, or ecological patterns. The user can also activate one of two specific functions:
- System Diagnosis: Once per day, the user can concentrate for one minute to get a detailed analysis of the immediate area’s ecosystem (up to 1 mile). This informs them of any significant sickness, poison, radiation, or unnatural intrusion affecting the environment.
- Micro-Restoration: Once per day, the user can target a single plant or small animal and flood it with beneficial nanites from the mask. This purges minor diseases, neutralizes toxins, or helps it heal 1 point of damage. This cannot be used on creatures of level 3 or higher. Depletion: 1 in 1d20 (Check for depletion each time System Diagnosis is used).
Pathfinder (Second Edition)
Mask of the Coil-Kindred Item 3 [Uncommon] [Divination] [Invested] [Magical] [Occult] Price 60 gp Usage worn mask; Bulk L
This lightweight, pale wood mask is styled after a serene forest animal and is adorned with living moss and a single feather that change to reflect the health of the environment. You must be in a natural environment when you invest this item.
While wearing the mask, you gain a +1 item bonus to Nature checks.
Activate [one-action] (manipulate) Frequency once per minute; Effect You touch a willing animal or plant and give it a surge of encouragement. The target gains a +1 status bonus to its next saving throw within the next minute.
Activate 1 minute (manipulate, divination, occult); Frequency once per day; Effect You hold the mask to your face and enter a trance, perceiving the spiritual web of the local ecosystem within a half-mile radius. You learn about the general health of the flora and fauna and can sense the direction and approximate distance to any significant source of natural or unnatural corruption (such as a poisoned wellspring or a desecrated shrine). This provides the effects of a 1st-level detect poison spell, but for the entire area.
Savage Worlds Adventure Edition (SWADE)
The Living Web Mask
A shamanic mask carved from a single piece of balsa wood. It is covered in living mosses and pollens that connect the wearer to the local ecosystem, allowing them to feel the health of the land as if it were their own body.
Weight: 1; Cost: $400
Game Mechanics:
- Ecological Awareness: The wearer gains a +1 bonus to Survival and Notice rolls when in a natural environment.
- Sense Sickness: The wearer can use the Detect Arcana power at will without spending Power Points, but only to detect the presence of poison, disease, and unnatural magic within plants, animals, water, and the land itself. The trapping is a feeling of nausea or a sour taste when looking at an afflicted target.
- Nature’s Ally: The mask has 3 Power Points that can only be used to activate the Beast Friend power or to remove a character’s Fatigued status if the cause was hunger or thirst. The points recharge daily. This does not require the user to have an Arcane Background, but they must make an Occult roll to activate the power.
Shadowrun (Sixth World)
The Gaia-Weave Mask
A rare ritual focus from the Green Faith shamanic tradition. This living mask, woven from wood and symbiotic flora, attunes the wearer to the mana flowing through an ecosystem, allowing them to diagnose the health of the land and the spirits that inhabit it as if it were a single patient.
Type: Ritual Focus (Health) Rating: 3 Activation: Attunement (1 Karma) Device Rating: 3 Availability: 11R Cost: 21,000¥
Game Mechanics: This focus must be attuned by a character following a nature-based magical tradition (such as Green Faith or a nature-spirit shaman). While attuned, the wearer gains a +2 dice pool bonus to any Survival tests for foraging or tracking in a specific environment.
Ritual of Diagnosis: The mask can be used as the primary ritual focus for the Discern Health ritual (a custom ritual detailed here). The ritual takes 30 minutes and requires the leader to be in the environment they wish to diagnose. The leader makes a Ritual Spellcasting + Magic [Astral] test with a threshold of 3.
- On success: The leader gains a detailed, symbolic vision of the ecosystem’s health within a one-kilometer radius. They learn of any significant sources of pollution, disease, or magical taint (including toxic ground or awakened blights).
- Glitch: The vision is tainted with spiritual feedback, inflicting 1 box of Stun damage.
- Critical Glitch: The vision is a psychic assault from an angry or corrupt nature spirit. The leader suffers 3 boxes of Stun damage and may gain a temporary negative quality (such as Paranoia) related to the spirit’s nature.
Starfinder
The Wild-Web Visor
Level 3; Price 1,400; Bulk L Hands —; Type Hybrid Item; Slot Eyes
This elegant half-mask is carved from pale Veskwood and integrated with a sophisticated bio-scanner and data-augury device. It analyzes ambient life signs, pheromones, and bio-electric fields, translating the complex data into an intuitive visual overlay of the local ecosystem’s health and interconnectedness.
Game Mechanics: While wearing this visor, you gain a +2 insight bonus to Life Science and Survival checks. The visor has a battery with a capacity of 20 charges, which recharges daily.
Activate—Ecological Scan (1 charge): As a move action, you can scan a 60-foot cone. You automatically learn the species and general health of all visible plants and animals in the area. This also reveals if any creature is suffering from a poison or disease.
Activate—System Analysis (4 charges): As a full action, you can interface with the visor’s augury function. This functions as the spell detect affliction, but instead of targeting a creature, you target the surrounding environment in a 1-mile radius. You become aware of the presence and general location of one significant source of poison, disease, or unnatural blight affecting the local ecosystem.
Traveller (Mongoose 2nd Edition)
TL-13 Ecosystemic Analysis Suite
A highly sophisticated sensor suite integrated into a lightweight visor. It uses a combination of atmospheric nanosensors, bio-signature analysis, and predictive modeling software to create a detailed overview of a local ecosystem’s health, stability, and potential resource yields. Primarily used by advanced xenobotanists and ecological survey teams.
Skill: Science (Biology or Xenology) or Sensors Cost: Cr 400,000 TL: 13
Game Mechanics: This visor is linked to a handheld computer or a user’s datajack. It has a power pack that lasts for 72 hours of continuous use.
- Passive Analysis: The wearer gains DM+1 on any Survival or Animals check made to navigate a wilderness environment or handle native creatures.
- Active Scan: The user may spend 10 minutes performing a detailed scan of the surrounding area (10km radius). The user then makes an Average (8+) Science (Biology/Xenology) check.
- On success: The device generates a detailed report outlining the local food web, identifying up to three key species, and noting any significant environmental toxins, diseases, or deficiencies.
- Effect: A successful scan grants Advantage on the next check made to forage, hunt, or find a safe source of water in that environment.
Warhammer Fantasy Roleplay (4th Edition)
The Asrai Verdant Mask
A rare and ancient treasure, said to have been carved from the living wood of Athel Loren itself. It is not merely a mask, but a symbiotic spirit that whispers the secrets of the forest to the wearer. Its surface is a collage of living mosses and pollens that wither in the presence of true corruption.
Encumbrance: 0
Game Mechanics: A character wearing this mask gains a +10 bonus to Outdoor Survival and Herbalism Tests when in a forest or other thriving natural environment. The living components of the mask will visibly wither and die if brought into an area of significant Chaotic corruption.
The Forest’s Sight Activate: Spend 10 minutes in quiet contemplation in a natural setting. Effect: You may make a Challenging (+0) Intuition Test to ask a single question about the health of the local area (within a one-mile radius).
- On success: The GM gives you a truthful, symbolic answer, as if the forest itself were whispering to you (e.g., “The water from the north is weeping black tears,” “The spiders spin webs of madness,” “A great beast with a heart of stone sleeps below”).
- On a failure: You misunderstand the whispers. The GM may provide a misleading or confusing answer.
- Astounding Success (2+ SL above success): The vision is exceptionally clear, and you gain a +1 SL bonus to your next Test taken to act on the information.
- Astounding Failure (2+ SL below failure): You not only misunderstand the vision, but your magical intrusion attracts unwanted attention. The GM may have you gain 1 Corruption point or introduce a hostile creature (such as a Beastman scout) drawn to your presence.

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