Lore
The Verdant Sprout was initially carved from the petrified root of a World-Tree fragment by a hermit-druid living within the dark cave systems of Saṃsāra. The spirit bound within the amulet is a minor earth elemental that finds joy in the cycle of growth and decay. In the skyscraper metropolises, where rooftop gardens are the only source of fresh oxygen and luxury produce, these Tupilaks are essential tools for “Sky-Gardeners.” The amulet hums with a low, grounding frequency that calms the plants it nears, encouraging them to thrive even in the thin air of the high-rise districts or the stagnant damp of the cavern cities.
Detail Stats
- Tier: 1
- Rarity: Common
- Item Slot: Waist (Belt Charm) or Neck (Pendant)
- Material: Petrified root, moss-covered shale, and braided hemp fiber.
- Weight: 0.4 lbs.
- Durability: High (resistant to moisture and soil corrosion).
Skills Gained (Openly Worn)
- Botanical Identification: The avatar gains the ability to instantly recognize the species, medicinal properties, and toxicity of any plant viewed through the Mind’s Eye.
- Soil Whispering: An intuitive understanding of soil composition, allowing the wearer to determine nutrient deficiencies or magical contamination by touch.
Passive Magic
- The Gardener’s Thumb: Any non-magical seed planted by the wearer has a 100% germination rate and grows at 120% of its natural speed.
- Pest Repellant: Common non-sentient insects and garden pests (aphids, locusts, slugs) will not approach within a 5-foot radius of the wearer.
- Hydration Sense: The wearer can sense the exact water requirements of any plant within 30 feet, perceived as a faint “thirst” or “fullness” in their own mind.
Activable Magic
- Rapid Bloom: (Normal Activation) By chanting a few words of growth for less than 6 seconds, the wearer can cause a single bud to flower instantly or a fruit to reach peak ripeness.
- Root Bind: (Active Activation – Concentration) The wearer concentrates for a few minutes to command nearby weeds or roots to thicken and intertwine. This can be used to create a sturdy, natural fence or to strengthen a sagging wooden structure.
Tags
Amulet, Gardening, Nature, Growth, Survival, Identification, Tier 1, Common, Tool, Wood, Earth, Restoration, Horticulture, Alchemy, Restoration, Flora, Cultivation, Vitality, Fertility, Season, Synthesis, Herbology, Ecology
In the high-population world of Saṃsāra, the Tupilak 214 of the Verdant Sprout is a staple for those maintaining the fragile ecosystems of skyscrapers and underground colonies.
Methods of Acquisition
- Agricultural Guild Endowment: New members of the Green-Thumb Guild or the Urban Forestry Collective are often issued a Verdant Sprout upon reaching Tier 1. It serves as both a tool of the trade and a badge of office.
- Caretaker Inheritance: Many of these items are found in the forgotten “Solarium” levels of ancient ruins or abandoned megacities. An avatar might find one still hanging on a rusted peg in a potting shed, its spirit dormant but eager to reconnect with a living soul.
- Cultivation Ritual: A character with the proper materials may grow their own Tupilak by burying a petrified root in sacred soil for a full lunar cycle. Once the spirit merges with the root, it vaporizes the surrounding soil and manifests as the completed amulet.
Types of Shops and Market Dynamics
- Botanical Conservatories and Apothecaries:
- Description: These shops are lush, humid environments filled with the sound of trickling water and humming magic-circuits. They are often found in the middle-tiers of skyscrapers or near the entrances of cave cities.
- Buying: These are the most reliable places to buy a Verdant Sprout. The shopkeepers are usually high-level gestalts who can explain the item’s specific lineage.
- Selling: They are always looking to buy items that facilitate growth, especially if the amulet has “remembered” rare plant stats from a previous owner.
- Alchemical Supply Depots:
- Description: Industrial shops that smell of sulfur and wet earth. They cater to the “Rule Breakers” and alchemists who need organic conduits for their experiments.
- Buying/Selling: These shops treat the Tupilak more as a component than a spiritual object. Prices here are fixed and based on the weight and purity of the petrified root.
- Trade Airships and Traveling Seed-Merchants:
- Description: Small, wind-powered vessels that dock at various islands. They carry exotic flora and the tools needed to keep them alive during transit.
- Buying: Prices here can be much higher due to the “Sellers’ Market” nature of remote trade. However, they may offer unique “Island Variants” of the amulet.
Cost of the Item
The price of a Tupilak 214 is influenced by the proximity to fertile land. In a desert or a metal-heavy skyscraper district, the cost increases significantly.
- Suggested Market Value: 65 Silver.
- Metropolis High-Rise Price: 10 Gold (or 20 Electrum). The demand for fresh food in skyscrapers drives this price upward.
- Cavern City / Underground Price: 85 Silver. Essential for maintaining the “Fungal Forests” that provide air and light to the depths.
- Agricultural Island Price: 40 Silver. In areas where magic naturally bubbles forth with growth energy, these items are common and less expensive.
- Black Market Price: 45 Silver. Often stolen from guild members; buyers should beware of “Blighted” versions that might have hidden negative stats.
Market Considerations
- The Seller’s Market: Because an avatar can only have a limited number of worn items before compulsory advancement, many Tier 1 gardeners sell their Verdant Sprouts as they approach Tier 2 to make room for higher-tier gear. This ensures a steady supply in the markets.
- Quality Check: Before buying, a player should use their Mind’s Eye to check for “Soil Corrosion.” If the shale base is cracked, the “Hydration Sense” might provide false readings.
In the world of Saṃsāra, the Tupilak 214 of the Verdant Sprout provides an avatar with the ability to weaponize or reinforce the environment itself. While a gardener may seem peaceful, their mastery over the organic “circuits” of plants makes them formidable in high-magic settings.
Defensive Roleplay
- Environmental Fortification: In “Normal” areas like the jungle or backwoods, defense is about concealment. The avatar uses Botanical Identification to find thickets of toxic or thorny plants. In roleplay, the character guides their allies into these patches, using Pest Repellant to ensure the party isn’t bitten by insects while the pursuing foes are swarmed and scratched.
- Structural Reinforcement: In “Unsafe” areas where AC is cut in half, the gardener relies on Root Bind. Roleplay involves placing hands on the wooden beams of a crumbling ruin or the floorboards of a shack, concentrating as the wood “re-awakens” and knits together, instantly doubling the structural integrity and providing cover that would otherwise be non-existent.
- Medical Mitigation: Defensively, the Hydration Sense and Botanical Identification allow the avatar to act as a combat medic. When an ally is wounded, the gardener roleplays finding the specific moss or sap required to create a makeshift poultice, using the Rapid Bloom to ripen a medicinal berry that would otherwise be out of season.
Offensive Roleplay
- Controlled Overgrowth: Offensively, Root Bind is used to hinder movement. In roleplay, the character concentrates on the weeds beneath an enemy’s feet. As the roots thicken, they wrap around ankles and gear, dragging the opponent toward the ground. This “Strangle-Vine” maneuver can change the tide of a battle by pinning adversaries in place for a “Silver Fire” mana boost from an ally.
- Botanical Sabotage: A gardener uses Soil Whispering to identify the magical “veins” in the earth. Offensively, they can roleplay “poisoning the well” of an enemy camp by introducing a fast-growing, toxic fungus into the soil near their food stores, using The Gardener’s Thumb to ensure it spreads with unnatural speed overnight.
- Pest Redirection: While Pest Repellant keeps insects away from the wearer, an offensive roleplayer can use this to “drive” a swarm toward a target. By moving strategically through a swarm of stinging locusts, the avatar creates a “bubble” of safety for themselves while effectively pushing the swarm into the faces of their adversaries.
Environmental Variations
- In Metropolises (Skyscrapers): Roleplay focuses on the limited “Sky-Gardens.” Offensively, a gardener can cause the ornamental vines on a building’s exterior to grow rapidly, creating a secret ladder for an ambush or clogging the steam-ventilation shafts of a rival guild’s headquarters.
- In Dark Cave Systems: Defense centers on the “Fungal Forests.” The avatar roleplays sensing the “thirst” of the giant glowing mushrooms, using Hydration Sense to find hidden water reservoirs behind cave walls, which can then be breached to wash away foes in a localized flood.
- In Underwater Centers: While plants are rarer, the Verdant Sprout works on kelp and sea-grass. Roleplay involves the “Soil Whispering” of the seabed, using the amulet to anchor a floating city or to cause kelp forests to entangle the propellers of enemy submarines.

Perception of Activation:
User’s Perspective
- Tactile: The avatar feels a sudden, rhythmic pulsing from the petrified root, mimicking a slow heartbeat. A localized sensation of “pins and needles” spreads through the user’s palms and fingertips, as if their own nerves were extending into the ground.
- Visual: The Mind’s Eye projects a luminous, emerald-green “grid” over the surrounding area. Plants within range glow with varying intensities of light; healthy saplings shine brightly, while diseased or thirsty plants appear as flickering, dim shadows.
- Auditory: The sounds of the environment change—mechanical noise and city clamor are muffled by a persistent, low-frequency hum that sounds like the wind moving through a dense forest. When focusing on a specific plant, the user hears a soft, rushing sound similar to water flowing through a pipe (the movement of xylem and phloem).
- Extra-Sensory (Earth-Link): The user gains “Seismic Intuition,” feeling the vibrations of footsteps or moving machinery through the soles of their feet as clearly as if they were touching the objects directly.
- Extra-Sensory (The Collective Bloom): The avatar experiences a surge of borrowed vitality. They don’t just see the growth; they feel a phantom “stretching” sensation in their own limbs, mirroring the expansion of the roots and petals they are commanding.
Observer’s Perspective
- Visual: The moss on the Tupilak 214 brightens to a vivid, neon chartreuse, and small, crystalline “dewdrops” of pure mana form on the surface of the shale. The avatar’s veins may momentarily appear to glow with a soft green light beneath the skin of their forearms.
- Auditory: A sound like rapidly cracking wood or rustling dry leaves emanates from the amulet, even if the air is perfectly still.
- Atmospheric: A sudden, cooling breeze often swirls around the user, carrying the sharp, heavy scent of freshly turned earth and blooming jasmine. Nearby wilted plants may visibly perk up or turn their leaves toward the avatar as if toward a sun.
Positives
- Botanical Command: The avatar gains total confidence in the natural world; fear of being lost or poisoned vanishes as every leaf becomes a legible map or a known chemical compound.
- Enhanced Stability: While the Earth-Link is active, the avatar is much harder to knock prone or push, as the amulet subtly “anchors” their center of gravity to the ground beneath them.
- Mental Clarity: The grounding frequency of the earth spirit flattens emotional spikes, allowing the user to remain calm and methodical even during high-stress combat or structural collapses.
Negatives
- Rooted Stasis: If the avatar remains in one spot for too long while the amulet is activated, they may experience a psychological “heaviness,” making it difficult to initiate rapid movement or flee quickly.
- Sensory Overload (The Rot): If the avatar is near a large amount of decaying organic matter or a dying forest, the “Hydration Sense” and “Earth-Link” can become painful, flooding the user’s mind with the “screams” of the failing ecosystem.
- Chlorophyll Drain: After the activation ends, the user often feels a peculiar type of fatigue characterized by a desperate craving for direct sunlight and fresh water, as the amulet temporarily siphons the user’s own caloric energy to fuel the rapid growth of the plants.
Recipe: Synthesis of the Verdant Sprout Totem
Materials Needed
- Petrified Root Fragment: A piece of ancient wood, hardened into stone, recovered from a high-altitude peak or a deep-crust cave. It must possess a natural “Y” shape.
- Heart-Moss: A living patch of bioluminescent moss that has grown undisturbed for at least three seasons.
- Braided Hemp Conduit: Three strands of organic hemp fiber, soaked in a solution of liquid phosphorus and rainwater.
- Crushed Shale Base: Two ounces of fine grey shale, powdered and mixed with a drop of tree sap to create an alchemical cement.
- Verdant Spark: A minor elemental essence harvested from a germinating seed of a Tier 1 flowering plant.
Tools Required
- Stone-Carving Chisel: A small, precise tool for shaping the petrified root without shattering the fossilized fibers.
- Hemp-Weaving Spindle: To ensure the braids are tight enough to hold a magical charge.
- Boiling Vats: For the phosphorus-rainwater soak.
- Glass Bell Jar: To contain the Verdant Spark during the binding process and prevent its dissipation into the air.
Skill Requirements
- Horticultural Lore (Tier 1): Required to handle the Heart-Moss without killing it during the transfer.
- Basic Stonework: Needed to properly set the root into the shale base.
- Spirit Binding: Proficiency in the “Grafting Chant,” which tricks the elemental spark into believing the petrified root is still a living tree.
- Botanical Alchemy: Understanding the chemical reaction between phosphorus and organic fibers to create a mana-conductive wick.
Crafting Steps
- Shaping the Vessel: Use the stone-carving chisel to refine the petrified root. The “arms” of the root must be smoothed to allow the hemp conduits to wrap around them without snagging.
- Preparing the Base: Mix the crushed shale with tree sap to form a thick paste. Press the bottom of the petrified root into this paste until it stands upright. Let it cure for 12 hours until it is as hard as the mountain itself.
- The Braided Wrap: Take the phosphorus-soaked hemp and braid it tightly around the central axis of the root. This acts as the “nervous system” of the Tupilak, connecting the base to the top.
- Seeding the Moss: Carefully apply the living Heart-Moss to the crevices of the root. Use a small amount of water to ensure the moss “bites” into the stone.
- Capturing the Spark: Place the assembly inside the Glass Bell Jar. Introduce the Verdant Spark. Perform the “Grafting Chant” for six minutes. You will know the process is working when the Heart-Moss begins to glow with a steady, pulsing emerald light.
- The Final Seal: Remove the item from the jar. The first time you touch it with your bare hand, the Mind’s Eye will register a “Sync Event.” The item is now attuned and ready for the belt or neck slot.
Great Thirst and Mother of Leaves
In the cycles before the metal-cities climbed the air, when the world-skin of Saṃsāra was yet one giant garden of the First-Seeding, there was a time of the “Great Searing.” The sun-eye did not blink for seventy seasons, and the rivers became as dry as the throat of a ghost. The green-life turned to grey-ash, and the giants who walked the forests wept until their eyes were but salt-pits.
There was a daughter of the mud-dwellers named Ela. She carried the “Small-Green-Voice,” a gift from the ancient ones that allowed her to hear the sobbing of the roots beneath the burning dust. While the elders of the tribe prepared to become statues of bone, Ela walked into the “Heart-of-Stone,” the deepest cave where the sun-eye could not peep.
There, she found the “Grandmother Root,” a tree that had turned to stone because it could no longer find a drop of wetness to drink. Ela did not bring water, for she had none. Instead, she brought her “Breath-of-Song.” She sat before the petrified wood and sang of the “First Rain” and the “Coming of the Fog.” She sang for three moons without swallow, until her own blood became as thick as resin.
Seeing her devotion, a Spirit of the Under-Soil—a Verdant Spark—emerged from a crack in the world-heart. The spirit spoke in a language of clicking stones: “Why do you sing to the dead, Mud-Daughter?” Ela replied, “The wood is not dead; it is only waiting for a dream of water.”
The spirit was moved by the “Maybe-Life” in Ela’s heart. It entered the petrified root, and suddenly, the stone began to pulse with a light like the inside of a grape. Ela took a fragment of this stone-root and bound it with her own hair and the moss that grows on the back of the mountain-turtle.
When she emerged from the cave, she held the first Tupilak of the Sprout. As she walked across the burning dust, her footsteps left behind pools of cool dew. Where the shadow of the amulet fell, the ash became clover. She touched the dying world-trees, and their sap began to flow once more, as if the amulet was “reminding” the wood of its duty to grow.
The people were saved, but Ela became part of the garden she saved. It is said she grew tall and her skin became bark, and the original Tupilak remained hanging from her branch for the first gardener to find. However, the translation is unclear if Ela became the tree or if the tree became Ela; the “Mind-Eye” of the old text is blurry here.
The Moral of the Story: She who listens to the silence of the stone will hear the song of the forest, for life is never truly gone; it is merely hiding in the marrow of the earth, waiting for a voice to call it home.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Unique Name: The Fetish of the Resilient Root
- Item Type: Enchanted Artifact / Folk Magic Focus
- Sanity Loss: 0/1 Sanity points to establish the initial “Soil Whisper” link.
- Game Mechanics:
- Botanical Identification (Passive): Grants a +20% bonus to Science (Botany) and Medicine checks involving plant-based toxins or remedies.
- Pest Repellant (Passive): Small non-mythos swarms (insects, rodents) must pass a Hard POW check to enter the wearer’s immediate vicinity (3 yards).
- Rapid Bloom (Active): Spend 2 Magic Points. The user can cause a plant to grow or wither instantly. This can be used to create a “Natural Barrier” providing 1 point of Armor or to harvest a medicinal component immediately.
- Soil Whispering (Active): Spend 1 Magic Point and touch the ground. The user gains a +20% bonus to Track or Navigate by sensing the “memory” of the local flora and soil.
- Syntax: Artifact. Requires a successful POW roll to bond. Costs apply to active manipulations of the local ecosystem.
Blades in the Dark
Unique Name: The Green-Warden’s Toggle
- Item Type: Rare Item (1 Load)
- Tier: I
- Game Mechanics:
- Horticultural Expert (Potency): You have Potency when you Consort with druidic circles, alchemists, or when you Study botanical specimens.
- Vines of Resistance (Passive): When you take a consequence related to physical restraint or environmental hazards (like a collapsing wooden building), you may resist with Prowess at +1d.
- Rapid Bloom (Special Ability): Spend 1 Stress to cause local vegetation (even weeds in stone cracks) to surge. This provides Potency to a Prowl action (for cover) or a Wreck action (to split wood/stone).
- Pest Repellant: You are immune to harm from mundane swarms (vermin, insects) and they will not reveal your position while sneaking.
- Syntax: Fine Quality. Provides Potency in natural or wooden environments. Stress cost for environmental manipulation.
Dungeons & Dragons (5th Edition)
Unique Name: Tupilak of the Verdant Soul
- Item Type: Wondrous Item, Common (Requires Attunement)
- Slot: Waist or Neck
- Game Mechanics:
- Nature’s Intuition (Passive): You have advantage on Intelligence (Nature) checks and Wisdom (Survival) checks made to identify plants or find water.
- Warden’s Aura (Passive): Beasts and Plants with an Intelligence of 3 or lower are indifferent toward you unless you threaten them.
- Rapid Bloom (Action): You can cast the Druidcraft cantrip at will.
- Root Bind (Action): Once per Long Rest, you can cast Entangle (Save DC 13). The plants created by this spell are exceptionally hardy and provide half-cover to those inside the area against ranged attacks.
- Syntax: Wondrous Item, minor tier. Requires Attunement. Grants cantrip utility and a once-per-day control spell.
Knave (2nd Edition)
Unique Name: The Living-Wood Charm
- Item Type: Magical Treasure (1 Slot)
- Game Mechanics:
- Green Thumb (Passive): You always know which plants are safe to eat. You can survive on half the usual rations if you are in a vegetated area.
- Growth Spurt (Active): Once per day, you may cause a plant to grow up to 10 feet in length instantly. This can create a ladder, a bridge, or a bind.
- Wood-mending (Active): You can touch a broken wooden object (a door, a wagon wheel, a shield) to repair 1 point of Durability.
- Pest Ward (Passive): You are never bitten by insects or bothered by small vermin.
- Syntax: Occupies 1 Item Slot. Uses per day: 1 (Growth). Passive survival and utility benefits.
Fate Core / Fate Accelerated
Unique Name: The Ancestral Root-Heart
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: Spirit of the Sleeping Grove, Life Finds a Way
- Game Mechanics:
- Botanist’s Eye: You gain a +2 bonus to Notice or Lore checks to identify natural substances, toxins, or hidden water sources in the environment.
- Root Bind: Once per scene, you can use your Will or Lore skill to Create an Advantage by causing nearby plants or roots to entangle a zone, making it Difficult Terrain.
- The Gardener’s Thumb: When you use the Overcome action to bypass obstacles related to nature, hunger, or thirst, you may treat a “Tie” as a “Success.”
- Syntax: Function: Provides specialized sensory bonuses and zone control using nature-themed aspects.
Numenera & Cypher System
Unique Name: Petrified Bio-Activator
- Item Type: Artifact
- Level: 1d6
- Form: A fossilized wooden knot that feels warm to the touch and smells of damp earth.
- Game Mechanics:
- Rapid Bloom (Activation): By spending 1 Intellect point, you cause a plant-based organism to grow 100 times its normal rate for one minute. This can provide cover, food, or a climbing path.
- Soil Whispering (Activation): Spend 2 Intellect points to “link” with the local fungal/root network. You gain +1 Asset to all tasks involving tracking or sensing movement within a long distance for one hour.
- Pest Repellant (Passive): All Level 1 or 2 biological swarms/pests treat the wearer as an impassable obstacle.
- Depletion: 1 in 1d20 (Check only when using Rapid Bloom).
- Syntax: Artifact Level scales growth size. Intellect pool spend for activation. Depletion applies to growth-burst only.
Pathfinder (2nd Edition)
Unique Name: Tupilak of the Primal Sprout
- Item Type: Item 1; Invested, Magical, Transmutation
- Usage: Worn (Belt or Neck); Bulk: L
- Game Mechanics:
- Nature’s Ally (Passive): You gain a +1 item bonus to Nature checks to Identify Magic (Primal) or to Command an Animal.
- Pest-Ward (Passive): You gain a +2 circumstance bonus to your AC and Saving Throws against swarms of animals or insects.
- Root Bind (Action): (Primal, Plant) Frequency: Once per hour. You target a 5-foot square within 30 feet. Weeds and roots erupt; the square becomes Difficult Terrain for 1 minute.
- Nourishing Growth (Action): (1 Minute) You touch a seed or seedling. It instantly produces enough edible fruit or tubers to feed one person for a day.
- Syntax: Item Level 1. Requires Investment. Hour-long cooldown for terrain control. Daily survival utility.
Savage Worlds (Adventure Edition)
Unique Name: The Hearth-Root Fetish
- Item Type: Weird Science Gadget / Magic Item
- Rank: Novice
- Attributes:
- Woodwalker (Passive): The wearer ignores Difficult Terrain in forests, jungles, or overgrown urban ruins.
- Verdant Sense (Passive): +2 to Survival rolls made to find food, water, or medicinal herbs.
- Rapid Bloom (Active): As a limited action, the user can make a Survival roll. Success creates a “Lush Patch” (Small Blast Template) of thick growth. This provides +2 Cover against ranged attacks for those inside.
- Pest Repellant (Passive): The user is immune to the “Distracted” or “Vulnerable” status effects caused by Swarms.
- Syntax: Environmental movement ignore. Bonus to survivalist resource gathering. Template-based cover generation.
Shadowrun (6th World Edition)
Unique Name: The Green-Lung Sustainment Focus
- Item Type: Force 1 Health Focus (Talisman)
- Game Mechanics:
- Botany Proficiency (Passive): When bonded, the focus provides a +1 dice pool bonus to Biotechnology and Nature tests, specifically when identifying or harvesting organic reagents.
- Vermin Ward (Passive): Mundane insect or rodent swarms suffer a -2 dice pool penalty to any attack tests made against the wearer.
- Rapid Bloom (Active): As a Major Action, the user can force a plant to grow rapidly. If used on a plant-based barrier, increase its Structure rating by 1.
- Soil Link (Active): The user may perform a Shifted Perception (Minor Action) to sense vibrations through the ground, granting a +1 dice pool bonus to Perception tests to detect movement within 10 meters.
- Syntax: Requires Bonding (5 Karma). Availability 2. Focus Category: Health.
Starfinder (2nd Edition / Compatibility)
Unique Name: Xenobotanical Life-Link
- Item Type: Level 1 Magic Item (Worn)
- Usage: Waist or Neck Slot; Bulk: L
- Game Mechanics:
- Ecology Analyzer (Passive): You gain a +2 circumstance bonus to Life Science checks to identify flora and alien plant life.
- Bio-Stability (Passive): You gain a +2 bonus to Fortitude saves against plant-based poisons and fungal spores.
- Root Bind (Active): As a Standard Action, you target a 5-foot square of natural terrain within 30 feet. The area becomes Difficult Terrain for 1 minute.
- Nutrient Extraction (Active): Once per day, you can touch a plant to produce 1 unit of Rations in the form of edible fruit or nutrient-rich sap.
- Syntax: Level 1. Price: 220 Credits. Activation: Standard Action for area control. Daily resource generation.
Traveller (Mongoose 2nd Edition)
Unique Name: The Hydro-Petrified Seed-Charm
- Item Type: TL 3 (High Magic / Bio-Tech Relic)
- Game Mechanics:
- Wilderness Mastery (Passive): The wearer gains a +1 DM to all Survival and Animals (handling herbivores) checks.
- Water Seeker (Passive): The wearer gains a +2 DM to Investigate or Survival checks when searching for potable water or underground aquifers.
- Rapid Growth (Active): By spending 1D minutes, the wearer can grow a simple structure (such as a ladder or a small hut) from local fast-growing flora. This requires a Survival (END) check.
- Pest repellent (Passive): Small biological pests (insects, vermin) will not approach within 2 meters of the wearer.
- Syntax: Weight: Negligible. DM+1 to specific survival skills. Success-based structural growth.
Warhammer (Fantasy Roleplay 4th Edition)
Unique Name: The Tupilak of the Verdant Weave
- Item Type: Magical Talisman (Common)
- Game Mechanics:
- Nature’s Tongue (Passive): Grants the user the Lore (Plants) and Trade (Gardener) skills if they do not have them. If they do, they receive a +10 bonus to these tests.
- Ghyran’s Favor (Passive): The wearer is immune to the Bleeding Condition if they are standing on fertile soil, as local moss or grass instinctively attempts to seal the wound.
- Root Bind (Active): The user can cast a version of the Entangle spell. Use Channeling (Chamon or Ghyran) or a basic Willpower test.
- The Bloom (Active): Once per day, the user can touch a plant to cause it to instantly produce 1d10 Silver worth of medicinal herbs or rare fruit.
- Pest Ward (Passive): The user gains the Fear (1) Trait specifically against non-magical insect swarms.
- Syntax: Traits: Magical. Skill bonuses apply in natural settings. Once-per-day economic/medicinal utility.
