DRYAD
“Dryads? Oh, yeah, plenty of them around. They just blend in whenever they can. They can be a little shy at first, but they’ll come out soon enough.
Don’t worry, they can be downright amicable, provided you stick to the paths, collect only deadwood for your fire, and leave the forest pretty much how you found it. If you follow the rules, and are respectful, they might even join us for dinner.
Just don’t rile them up too much, or you’ll spend all night drinking with them and end up lost in the Deepwood, moon over your head, and not a one of them in sight.
Go ahead, ask me how I know…”
~“Lessons on the Deepwood”, Gilbert Hazelwood, Trithian pathfinder.
Formed from the essence of the earth itself, Dryads encompass a wide variety of creatures that seem to attempt to defy classification. However, the most common and noteworthy are those that have approached the societies of other breeds in an attempt to live among them.
Unknowably old, every other breed agrees that the dryads were among the first, if not the first breed to walk this plane, predating every nation's historical records into the far flung reaches of time immemorial. Interestingly, the perspective of the dryads is almost diametrically opposite - they seem to have little use for recorded history, seeming to take each day as it comes, and accepting the day before them in an almost tranquil way.
However, one must not mistake the calm cool head frequently displayed by Dryads as some sort of naivete, or unwillingness to act: a Dryad stirred to action is a formidable sight, and attempting to halt one that has been wronged is liable to garner the same results as placing oneself, hand outstretched, in front of an avalanche.
Seemingly an amalgam of the mortal races and the jagged peaks of a mountain, the stonehaven are the most likely to stand out among the communities they join, with crests of stone, and spires of crystal jutting out from mortal-seeming flesh. Rarely symmetrical, those protrusions seem to meander through the creature’s form as if the whole of its body was hewn from a sign block of stone, and the goal of matching the other breeds left unfinished.
The stonehaven are among the most recent to join the world’s cosmopolitan societies, though “recent” in this context is still several centuries past. However, where they have arrived in significant numbers, the populace has taken note, as they remain stalwart and stoic, unflagging in labor and deed. Many professions have taken advantage of the Stonehaven’s nature, hiring them on as hard laborers, construction workers, and guards, as they rarely seem to complain about the work set before them.
On the social side, stonehaven tend to collect and aggregate “favors” of a sort - their willingness to take on work others won’t has garnered them many an IOU from the poor to the elite alike, and when the stonehaven collect, it is often en masse, bringing all the accumulated effort to bear in one exceptional stroke. Major projects, languishing for years, suddenly seem to be built overnight, only to go silent again indefinitely.
The Fungal-Drift are an enigma, even unto the other dryads themselves. Born of the death of others, many might see their shambling bulk as assume the form is one of any number of undead, or perhaps a wretched abomination. However, the Fungal-Drift are simply part of the circle of life, rising from the graves and ashes of what was once alive, if in sometimes grotesque fashion: for the Fungal-Drift arise only from the bodies of slain members of other breeds, animating them with supple vines and utilizing the broken forms of their hosts to support themselves.
Given their nature, the Fungal-Drift often tend to a rather lackadaisical attitude towards death and violence, sometimes preferring to ignore a fight right up until the last moment, and sometimes reveling in the “transition” of others, and being first to the front lines. Some suspect the shift in attitude has something to do with whether the given Drift is budding at the time, but none can say for sure.
What is clear, is that the Drift are commonly given to a darker sense of humor than most, often dryly delivered, casually in conversation, and a rather dispassionate disposition overall.
The “eldest” of the Dryads, in some ways, or at least the most familiar to the other breeds, Amberroots are more often confused for other breeds than their rocky or fungal cousins, though the bar isn’t high. Often Amberroots appear similar to other breeds - right up until close inspection: the most common trait of an Amberroot is their namesake: large plate of translucent amber winding across the exposed skin of the dryad.
Often bright, cheerful, and protective of the natural world, Amberroots are likely the source of the never-ending speculation that Dryads are somehow related to the Fae. However, despite rebuttals from both sides, the rumors and mythology continue to persist.
Woodland Born (1): [Repped, Eye Makeup] Dryads often have skin tones of green across the eyes, setting their gaze always behind the foliage of the trees.
Pointed Ears (1): [Repped, Ears] The Dryads are often sylvan in nature, and the pointed ears they sometimes have hint at some sort of connection, but none have traced that well enough to be certain. This Character must represent having pointed ears.
One With Nature (1): Formed of the very earth where other breeds stand, build, and mine, Dryads have a unique connection to the world that few others will ever understand. This Character is deeply connected to the natural world, and gains the [Nature] Qualifier. This could have any number of effects on the Character at plot discretion.
Natural Accents (2): [Repped] Vines, leaves, thorns, moss, or blooming flowers often sprout all over the body and in the hair of a Dryad. The Character must represent living plants sprouting from these places with physical representations across more than a quarter of all exposed areas.
Flowing Life (2): [Repped] The liquid that flows within a dryad is just as often a mixture of the elements they arose from as anything other breeds might recognize as blood. This Character must represent floral patterns on their exposed skin.
Deep Rooted Bonds (3): Some dryads never really get a feel for the built up places other breeds call home, and can only stand in such places comfortably for so long. This character can only benefit from Short Rests in natural places, such as groves, forests, natural caves.
Guardian of Nature (4): Few dryads forsake nature, or the origins they come from, but some feel a keen calling to defend the natural world and their brethren and take up the mantle of Guardian of Nature.
The character is bound to the following code:
The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the code she will lose access to her highest level Powers and will take a 1 point penalty to her maximum Life Point total. These will last until the character feels she has atoned for her failures in-game.
Emerald Eyes (4): [Repped, Eye Color] Some dryads claim they can always feel the forests around them, even after they’ve been cut away for farmlands or paved for streets. Perhaps it’s not simply a metaphor for some. The player must wear earthy or pale green eye contacts. Scleral contacts are not allowed for safety reasons.
Earthen Visage (1): [Repped] Formed from the stone, rock and earth, the birth of a stonehaven often mimics the forms of other breeds, but when inspected closely, the stonehaven’s origins are almost always apparent. This Character must represent freckles of stone, pebbles, or crystal on their face. For this Challenge, makeup is sufficient.
Budding Crystal (2): [Repped, Horns] Natural crystal somehow acts as a conduit for energy within the Stonehaven, but it’s never been explained how. Exposed crystals often find their way to the “top” of their mortal forms, but it’s unclear why. The Character must represent two small antlers/horns made of crystal.
Crystal Spire (3): [Repped, Horns] Constructed of stone, rock and crystal, the stonehaven sometimes show aspects of their creation in startling ways, seemingly human or aelthen until a large quartz crystal crowns their head. The Character must represent some sort of mineral or crystal protrusion coming from their head, such as a row of crystal shards from the forehead to the back of the head.
Mineral Hide (3): [Repped] As stonehaven are constructed of natural elements, and this process seems less concerned with the “perfection” of the form, and more a generalized similarity, the stonehaven frequently has patches of the source stones embedded across their forms. This character must represent combat safe, jagged protrusions of minerals/crystals over at least three distinct exposed areas on their body.
Reduced Fingers (4): [Repped] Stonehaven seem often to have less care and detail about how their forms mimic those of other breeds - in some more obvious examples, the number of fingers doesn’t always quite match up. The Stonehaven is required to represent the hands being reduced to two fingers and a thumb, binding the pointer and middle finger together, and the index and pinky together. This representation should look rocky or crystalline in nature.
Overgrown (4): The forms of stonehaven rarely exactly match those of other breeds, and this can often produce postures and structures that just can’t be accommodated with blacksmith produced armors. The Stonehaven cannot wear physical armor.
Brain Rot (1): Drifts seem just not to have the discipline for scholarly pursuits, either due to lack of willingness to focus, or just a disinterest in the “long term.” Any purchases of the Scholar Skills, from the Skills chapter, cost one more Character Point.
Sickly Complexion (1): [Repped, Eye Color] The host’s form is often just a shell for the Drift, but they do seem to attempt to keep up appearances, probably for their own sake, lest they get confused for an undead. The Character must have Green or Black coloring around the eyes to appear sickly.
Spore Grove (2): [Repped]Mushrooms, dark mosses, and white vines often sprout all over the body and in the hair of a Fungal Drift. The Character must represent these plants sprouting from these places with physical representations across more than a quarter of all exposed areas.
Rotten Core (3): [Repped] While the host of a Drift is maintained, in some fashion, by the Drift itself and its natural processes, eventually the host takes on a rather sickly and sometimes rotten state over the years. The Character must represent a paled bruised skin tone across half the character’s exposed skin, and generally represent the host’s decayed form.
Hardy Cap (4): [Repped] Every mature Drift must eventually overtake its host to grow, and the tendency to crown the head of the host can sometimes be endearingly cute, and other times staggeringly grotesque. The Character must wear a prosthetic or hat (that can’t be removed in-game) to make their head look like a mushroom cap.
Feeding Fungus (4): Somewhere down the line, everything dies, Drifts included, they just seem to take it more in stride than most. The Character gains Torn Soul Flaw from the Character Options Chapter as a Breed Challenge.
Woodland Born (1): [Repped, Eye Color] Amberoots occasionally have veins of gold, amber, or orange across the span of their eyes and surrounding face, strongly contrasting the rest of their skin tone.
The Glow of True Life (2): [Repped] It’s not uncommon for Amberroots to have glowing aspects about them whether it be small beads of glowing amber, fireflies, or even bioluminescent moss. This Character must have some markings or objects, that’s a part of them, produce a small amount of light.
Susceptible to Fire (2): Amberroots remain tied to their floral heritage in many ways. Whenever you are hit with an attack with the Flame accent you take “1 by Flame”, as an additional effect.
Bark Skin (3): [Repped] Some amberroots forms take on the more obvious aspects of their plant-based heritage, showing bark-like plates across their body. This Character must have large plates of wood/bark on at least half of their body.
Amber Skin (2 or 4): [Repped] Their namesake, the amber-like stones and plates that cover these dryads seem to both be part of the dryads, and yet somehow distinct. This Character must wear small amber gems on some exposed parts of the skin, this will reward 2 Breed Points for the challenge. This Challenge can reward 4 Breed Points if a whole limb is made to look like a smooth amber gem.
Amber Eyes (4): [Repped, Eye Color] Much like their other dryad cousins, the “blood” that runs in the veins of the amberroot is not always similar to other breeds. The amber hue can be reflected in the tint of their eyes, giving an unearthly gaze. The Character must wear golden/amber eye contacts. Scleral contacts are not allowed for safety reasons.
Careful Hands (1): Dryads are familiar with all nature has to bear, toxins and poisons especially. This Character has the Poisoner Skill from the Skills Chapter as a Breed Advantage.
Function in Form (2): Dryads seem to have a natural affinity for the care of others, whether dryad, natural creature, or otherwise. This Character has the Basic Medicine Skill from the Skills Chapter as a Breed Advantage.
Nature's Paths (3): With no roads in their native forests, Dryads rely on a keen eye to find the path and trail. This Character has the Sight Perk from the Character Options Chapter as a Breed Advantage.
Green Thumb (3): The dryad’s connection to nature makes finding the bounty of the forest a simple affair. This Character has the Forage Skill from the Skills Chapter as a Breed Advantage.
Grace of the Fall (3): This skill may only be used if you are under the canopy of a tree or touching a tree directly. After a Slow 100 of bleeding out, you may spend a Spike to Stabilize yourself.
Sunbathe (3): All dryads know, the source of life is the sun, and those who gain life from its eternal bounty are blessed. When this Character takes a Short Rest while in direct sunlight or Indirect sunlight, they may heal one Life Point at the end of the Short Rest. This Advantage can only be taken if this Character has the Deep Rooted Bonds Breed Challenge.
Nature's Embrace (5): Some Guardians seek out and “re-bond” with the natural world from time to time: the embrace of the sylvan trees, deep in the woods, has a calming effect on the minds that rest there. However, some guardians proclaim the bond goes deeper still. You may only take this advantage if you have the Dryad challenge Guardian of Nature.
Name: Nature’s Embrace Incantation: None Call: “Short Grant Insubstantial to Self by Nature” Target: Self Duration: Short Delivery: None Refresh: Short Rest Accent: Nature Effect: Insubstantial You can meld with a tree of significant size to become a spirit and protect you from attacks. Touch a large tree with both hands, use two spikes, and say "Short Grant Insubstantial by Nature to Self" to activate this ability only targeting yourself. The tree must be, within reason, large enough to fit your body inside. So long as you do not move you gain the Insubstantial Condition. Any attack that is "to Plant" or "to Insubstantial" will affect you and Remove the Insubstantial Condition. Otherwise you will stay Insubstantial until you lose contact with the tree or complete a rest. |
Stone Grip (1): Some stonehavens are known to bond to their tools of the trade, preferring them over all others. This one seems to have taken that trait to heart. This Character has the Cold Dead Hands Perk from the Character Options Chapter as a Breed Advantage.
Reliable Foundation (3): Stonehaven embodies the spirit of persistence and perseverance. Once per Short Rest, the Stonehaven may Focus for a Quick 100 and call “Cure Weakness to Self”.
The Long Haul (3): Stonehavens are well known for their prodigious strength, and implacable strides. Once per Long rest, the Stonehaven may Focus for a Quick 100 and call “Grant Short Strengthened to Self.”
Stoneshatter (4): “What may be built, may be broken.” Never was this adage more true than a stonehaven with a hammer. This Character has the Macecraft Skill from the Skills Chapter as a Breed Advantage.
Hearth and Home (6): Unsurprisingly, stonehavens tend to congregate around more permanent structures when possible, however, the consecration of a space to their origin grants benefits far beyond what one might expect. While this Character is in a Consecrated Hearth they may Focus for a Quick 100 to Heal 1 Life Point at will.
Gone to Ground (1): Drifts naturally tend to seclude themselves away when dormant, and this can make finding one in its domain rather difficult. This Character has the Othersleep Perk from the Character Options Chapter as a Breed Advantage.
Sacrificial Host (2): Though the parasitic nature of the Drift may be unpalatable to other breeds, one cannot gainsay its effectiveness at protecting the Drift itself. This Character has the Iron Stomach Perk from the Character Options Chapter as a Breed Advantage.
Winding Trail (3): It can be difficult to pin down a Drift once they actually set their mind to something. Best one can often do is simply hinder it. Once this Character completes a Short Rest they may gain a Protect vs Repel.
Diffuse Organs (4): The physiology of the Drift is somewhat of an enigma, as the parasitic nature of the breed names that each is, in some fashion, unique. This can make it difficult to kill, as one may simply not have it’s heart where another’s would be. This Character gains the Unkillable Perk from the Character Options Chapter as a Breed Advantage.
Fungal Consumption (6): Being a parasitic corpse eater does have its perks, particularly in violent areas, as there’s always a snack just laying around. This Character gains the Fungal Consumption Breed Power Below:
Fungal Consumption [Breed] Incant: Mimicking eating the a dead body for a Focus Quick 100 Call: “Shatter Corpse, Heal Two to Self” Target: Individual Duration: Instantaneous Delivery: RP Refresh: Short Rest Accent: None Effect: Shatter, Healing This Breed Power allows the Character to mimic eating a corpse, shattering the corpse and healing two life points. If the Drift has the Torn Soul Flaw, the Drift may instead call “Heal One to Self, Heal One to Self, Heal One to Self”, with no more than two seconds between each heal. |
Spirit of the Earth (1): The Amberroot’s life is granted by the nature that surrounds her, and thus protected by it, allowing her to survive in the perilous situations her curiosity might place her in. This Character gains the Will to Live Perk from the Character Options Chapter as a Breed Advantage.
Force of Will (3): Being an aspect of nature, others may find that it is difficult to sway the mind of the whole forest. This Character gains the Bloody Minded Perk from the Character Options Chapter as a Breed Advantage.
River of the Spirit (5): Amberroots, more than most, know the balance of nature is such that for every gift, there is a price, but that does not make the gift meaningless. This Character gains the Generous Soul Perk from the Character Options Chapter as a Breed Advantage.
Grove of Tranquility (6) Peace, Calm, and Tranquility are the hallmarks of any true grove, and within that place, the Amberoot can recenter themselves, and gain insight not only to themselves, but the world around them. Once per event, so long as you are in the wilderness, you may refresh one of your “once per Short Rest” Powers that you have already used. Choose a Power you have already used, Focus for a Quick 100, and call out “Refresh [Power Name] by Will” to gain an additional use of that Power. This Breed Power may only be used where you are touching a tree or there are multiple trees between you and any visible buildings.
Overgrowth (10): Nature teaches that life surges and ebbs with the flow of wind, weather, and tide, and that every bounty must be appreciated to the fullest. Any healing received beyond the Amberoots’ Life Point maximum is converted to Barrier. This Barrier can’t be greater than the Maximum amount of Barrier the Character is allowed to have.