Man against nature—it is a popular theme in countless legends and bardic songs. Sometimes the hero can brave the untamed wilderness, but other times the waves swallow his ship whole, or the unforgiving cold of the frigid north drains the warmth from the hero’s veins. As civilizations struggle against the ever-encroaching wilderness, the druids and the mystics of the world ask, “Why fight it at all?” These naturalists empower themselves with the vibrant life that courses through massive trees. They master the endless cycle of life and death, ensuring prosperity for their allies and death for their foes. They commune with an ancient, primordial force that has thrived since the dawn of time. What choice will you make? Will you fight for survival against the wilderness? Or will you join with it and harness the power of nature itself?
A druid defends his forest against hunters and defilers.
Found at the edge of a forest, a young half-fey possesses unearthly beauty and a deep connection to the wilderness.
A sentient tree travels the forests of the world in search of others who are like him.
Barkskin • Action
Describe how you bestow barkskin → Bolster. The target gains +10 block for several hours. After the target blocks damage, this block value falls by 2. You can only have 1 barkskin active at a time.
Entangle • Action
Describe how you entangle a creature → Deal melee or ranged damage and immobilize the target. The target bleeds while the immobilize persists.Resisting.
You can’t be forcibly moved. If you don’t move for a full round, gain a cumulative 1 regeneration per round up to a maximum of 5 life per round. Lose this bonus if you move.
When a creature deals damage to you, deal damage to the attacker equal to one-tenth of your maximum life, ignoring block.
Undergrowth • Action
Describe how you create entangling terrain → Bolster. Select a space within a far distance and create a zone that extend out to a close distance from it. For the next several hours, creatures other than you are slow while traveling through that zone.
Druidic Stones • Slow Action
Describe how you use druidic magic → Imbue one of your traits into a feature of the terrain. Anyone within a midrange distance of the feature of the terrain has that trait as a temporary trait.
Faerie Ring • Slow Action
Describe how you use faerie magic → Walk in a circle of any size. When you’re done, the circle forms a faerie ring that magically hides everything that it contains from outsiders (will-o-wisps lead outsiders astray, an entire city looks like a placid lake, a maze-like forest confuses and disorients travelers, etc).
Fortress Seed • Slow Action
Describe how you imbue a seed with primal power → You create a fortress seed. You can only have 1 at a time. The possessor can plant a fortress seed and name a structure (bridge, fortress, wall, etc). The seed grows to create that structure over the next minute or so. The structure lasts for several days; planting another seed refreshes the structure’s duration.
Keeper of the Grove
When you gain this trait, work with the GM to select a biome (forest, sea, mountain, etc).Increase all rolls you make to interact with the environment and native wildlife in your selected biome.
Verdant Growth • Action
Describe how you cause wild growth → Reshape 1 space of wood, or cause as many plants as you like within a midrange distance to grow as if they had 100 years of uninterrupted growth (this can produce fruit-bearing plants, if you like).
You can move through wood as if it has the consistency of sap. You can breathe normally and sense your surroundings while using this trait.
Astrology • Slow Action
When you gain this, write on your character the descriptions of at least 6 constellations and give each a concept (triumph, the ocean, war, etc). Roleplay interpreting the night sky → Select a constellation and explain its significance for a thing or event. The GM must make your interpretation at least partially accurate.
Augury • Slow Action
Describe how you perform a ritual → Ask a question about the future, and the GM must answer honestly.
Awaken • Slow Action
Describe how you awaken a tree → You transform a tree into a treant (see the bestiary). If you haven’t harmed the surrounding environment, it will initially be friendly toward you.
Commune • Slow Action
Describe how you commune with nature → You contact a spirit of the land (a silver stag forest spirit, a rock elemental mountain spirit, a spectral wolf spirit of the hunt, etc). These spirits are effectively demigods and can powerfully shape their domain. Appeasing or angering them can have dramatic effects.
Gaze into the Wyrd • Slow Action
Describe how you study the strands of fate → Name two things. If they are connected or interrelated in any way, the GM tells you how.
You can communicate with trees and other large plants.
Fey Courtship • Slow Action
Describe how you charm a creature → The creature falls obsessively in love with you and will do anything to have you. Different creatures pursue this goal in very different ways (jealously lock you away, shower you with gifts, club you over the head and drag you away, etc). This love for you gradually fades after about 1 week of not seeing you.