Wednesday, March 20, 2019

Dolmenwood: Notable Trees of the Dolmenwood & Their Uses

"I hereby request a table of terse, evocative descriptions of the common, yet sublime trees that compose the Dolmenwood."

- Requested by David Perry of the Lithyscaphe blog.

If brevity is the heart of wit, then I am a heartless fool. But in all seriousness, here are 4 trees for each of the 11 regions of the Dolmenwood, with notes for both what they look like and long-winded descriptions of what good they might be used for. In all honesty, should've just done twenty. Even thirty would've been more than enough. 

Yet here I am. Had to reformat the dang thing five times too.


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Many a wandering friar in the woods of the isle of Emeraude are known for their skill in botany, and while most wayfarers will accost them for their services in identifying mushrooms (usually for hedonistic or malicious purposes at that!), many are far more adept at examining the sublime yet subtle mutations the fae energies have upon the wood. Common trees, in certain areas of the wold, possess strange magics and features that are uncommon elsewhere in the world (at least according to the friars.)

When attempting to examine or search for one of these sublime trees, consult the following information for sake of guidance:

  • Friars: 4-in-6 chance of valid information (location, type of tree, strange effects).
  • Hunters: 2-in-6 chance of valid information (4-in-6 chance for location of "the weird tree")
  • Drune: 1-in-6 chance of valid information (they wish you harm, but if you are friend to them, 5-in-6 chance of valid information.)
  • Woodcutters: 3-in-6 chance of valid information, 5-in-6 chance for location (Backenwold, High Wold, Hag's Addle).
  • Generic NPC from Region, 1-in-6 chance to know location, always wrong information [see below]



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Notable Trees of the Brackenwold

1. Brackenpine 
Appearance: Pine with curled frond-like needles. Sweaty bark.
Lore: Notable for its needles which bend and curl like the fronds of a young fern. The wood of such pines carry far more moisture than they need to, and pulping said tree can produce a powerful earthy-tasting syrup which is used in many hermetic remedies; particularly for toothaches. 

2. Sweet Monkswood  
Appearance: Oak with wide boughs, lacking leaves at the top. Smells sweetly.
Lore: A malady which affects young oak trees around their fortieth year, causing all leaves above a certain height to fall off and never grow back which in turn creates a strange tonsured look to the tree. Tea brewed from these "bald" twigs are sweet like candies and worth a fare amount on the spice market.

3. Itchermuss Tree 
Appearance: Dusty-leafed hazel with crackled nuts. Swarmed with vermin.
Lore: A low-growing off shoot of hazel trees, the itchermuss has leaves which collect all form of stinging detritus and irritating pollen, which in turn attract all manner of wasps, bees, and ants. To fall in an itchermuss is to court terrible rashes; but to an apiarist, they are a treasure to the trade. Its nuts taste bitter.

4. Sylvan Soverweald
Appearance: White wooded oak with beautiful patterns, feels warm as if always in sunlight.
Lore: An easily workable form of oak that is born from wayward seeds planted in the Otherwold. Soverweald grows high and the branches encircle with elegant angles befitting an Elfen crown. Prized by woodworkers, cutting down such trees can cause vicious reprisals by elfs, dryads, and the occasional moss dwarf who views it as a distant cousin of an ancestral fey source.


Notable Trees of the High Wold

1. Subtle Birch Hornwood 
Appearance: Birch whose branches sprawl out like antlers. Pungent spice smell to the bark.
Lore: A specific form of birch tree, mutated by the longstanding and capricious presence of goatmen. Branches grow gnarled and smooth rather than straight like a traditional birch. When peeled, the bark can make a soothing tea and the wood cannot be stained, remaining white as snow.

2. Mansæpple
Appearance: Dreadful looking crab-apple tree, smells of fermentation.
Lore: A form of apple tree that grows in the courtyard of Lord Malbleat's Manse. The fruit is unspeakably bitter, and when dried, resemble the twisted faces of men in torment. Can accentuate the flavor of any meat when used as a spice, though Malbleat hoards them for his own purposes.

3. Duskwood
Appearance: Towering pine with needled branches only upon the top. Shadow-hued bark.
Lore: Cultivated by the trusted servants of the dreaded Lord Ramius, the Duskwood trees grow tall and straight like blackened spears from the underworld, sprouting at too high a height into coniferous spear-heads. The bark of duskwood is used in the making of true spirit boards, and when burnt it produces only smoke which serves as a gateway to a hellish realm of shadows. 

4. Lethean Elm
Appearance: Twisted Elm with oddly-shaped shadowcasting branches. Sounds of laughter when wind blows through its boughs.
Lore: Tapped into the groundwater of the Lethean Well, these elms grow exceptionally gnarled and weird of bough. Their specific nature can only be discerned by how light casts shadows from the elm, those which reveal the form of fae shadow puppets belong to a Lethean Elm. The sap of these trees can form the basis of potent alchemical treatments, and when applied as a salve, seal shut any wound with great efficiency.


Notable Trees of the Tithelands

1. Goman's Spine
Appearance: Off-grey Ash which grows with spiky nub-like branches towards its base. Smells of cowardice.
Lore: These ash trees grow in the gaps between burial mounds or on the scrubland of ancient battlefields where the Goman invaders were beaten back by the men of Tolmenwode and Goatmen natives. Tapping a foot before the top of the trunk will allow a syrup of glooming green to flow, which if applied to weapons can rip at the spectres of spectral undead as though they were physical. Armor or weapons made of this tree are said to always break upon striking at a True Emeraude warrior.

2. Puckswood 
Appearance: Yew tree whose branches reach over the edge of cliffs. Lightly illuminated at dusk and night, as if by candles.
Lore: Wicked yews which often grow on the edge of cliffs, puckswood are common home to jack-of-the-lanterns, will-of-the-wisps, and glowbugs who act as lanterns seeking to lead men off the edge and to their dooms. Torches of puckswood glow with embers rather than ignite in flame, and remain lit when submerged in water for up to a minute. 

3. Silverpine
Appearance: Pine coated in silver dusting of pollen at all times of the year. Smells of iron.
Lore: Silverpines grow upon lands where ancient battles among faeriefolk ensued to great carnage, the eldritch blood soaking deep into the earth and nourishing fledgling seeds. Silverpines collect pollen from both this world and the Otherwold, and when burnt they serve as a powerful aromatic. Smoke from a Silverpine can sometimes trigger the silver sickness of faeriekind.

4. Shamblemound
Appearance: Akin to a crumpled strawberry tree, bent over itself. Berries are green and hard as stonefruit.
Lore: Shamblemounds are aptly named for their habit of being knocked about in thunderstorms and growing tightly around rocks or mounds they've been knocked towards. Taking up shelter beneath a shamblemound is a sure way to remain dry during arduous weather, and taking branches for grafting can allow a skilled gardener to naturally work wood into forms that will grow if properly nourished. Berries taste sour but their skins are easily candied.


Notable Trees of the Dwelmfurgh

1. First Oak 
Appearance: Oak tree, but ancient and wrinkled like the skin of your great grandmother; smelling of smoke and stagnancy. 
Lore: First Oaks are the first oaks, they are the concept of the oak, they are held in great value by the Drune for their longevity. Drune of skilled enough sorcery can commune with these trees and see, listen, and learn, all that such a tree has come to remember since the world was young and man dwelled in mud. The bark of a First Oak can contain spells of power for more than a single charge when used as a scroll, but the Drune consider it high sacrilege to wound the trees given the knowledge they might impart.

2. Wickerweald
Appearance: Pliable sallows, dusky autumnal colors. Smell of honey. Attract bees upon their boughs.
Lore: Wickerweald are a cultivated off-shoot of willow maintained by drunewives over generations, from mother to daughter. The wood of the wickerweald is harvested to create the framework for Drune hoods that need to be exceptionally tall or pointed, as well as in the creation of furniture, and sacrificial effigies in which human sacrifices are allegedly placed. If properly worked, wickerweald can provide a sturdy base for most costuming projects, and if used to build an apiary it will attract a hive of robust workers.

3. Mugmuntle Tree
Appearance: Low growing holly trees with poisonous berries that look like a starry night sky.
Lore: Mugmuntle berries have long been used in the woad of warriors in the Dolmenwood, both for painting their bodies and for psyching themselves into berserker states. The Drune cultivate Mugmuntle now to create wicked brews that make their enemies more pliable and open to manipulation. Drinking a tree of mugmuntle leaves can help ease the sickness of those who consume the berries. The berries, if pulped, can make a contact poison that can enrage a victim or pacify one if treated with the appropriate tinctures. 

4. Grovemoaners
Appearance: Spindly pines with long limbs ending in thin needled branches. Sounds of screams echo through the boughs when it rains. Iron nails can be found at all manner of odd angles in the trunk.
Lore: It is said when one betrays the Drune, after having undergone astonishing lengths to gain their trust, suffer the most heinous of deaths. Grovemoaners are pines which men have been crucified to. Their flesh is ripped by the long limbs of the tree, thrown flayed into the winds. Those who die here scream, and their scream echoes eternally upon the winds. The most fearsome wooden masks of the Audrune are made from the wood of a grovemoaner, often worn by those who performed the ritual upon their victim.


Notable Trees of the Nagwood

1. Pareidolic Mournwood
Appearance: Bare leafless trees, bark that resembles the tormented faces of human beings.
Lore: It is commonly held that when one sees faces in tree bark they are overtired or have stepped too close to Faerie; in the Nagwood, it means you have stepped into a graveyard of the damned. The trees that bare human faces, often more than a dozen, trapped in eternal torment, scream and moan in cacophonous lament as the wind blows through them. Necromancers may find they carry souls of use for their wicked art, while woodgrue in service to the Wood-King, know only mournful sorrow songs can be played on instruments of this wood's make. 

2. Blotbark
Appearance: Bloated trees, as if merely a bark layer containing a black tarry ooze. Smells of pitch.
Lore: Blotbark is a mark of corruption by the forces of chaos upon the wold, a sign that the years of existence and the testament of ages that are the forest are worth nothing while held in such bondage. Sometimes wicked fruit grows upon these trees, but no man of the cloth is willing to sacrifice their soul to dare taste or experiment with them. 

3. Splinterwood
Appearance: Shattered trees with sharp edges like broken glass. Painful to breath around.
Lore: Further corruption by way of chaos, splinterwood is deadly and it carries upon the wind like a gust of sewing needles or razors. It breaks easily enough, and the splinters seem to bury themselves deep in the flesh of those they touch---carried by tiny mite-like limbs. If properly and safely crushed and placed into a pouch can be used as an agonizing blinding powder.

4. Wosewillow
Appearance: Like an agonized giant, obscured by lichen, vines, and bramble branches that burst from a hole in its crown. Smells of tears, leaks spiders.
Lore: The Hairy Giants oppose the Wood-King, and of their champion the Nag-Lord made examples. Those who stood their ground against his expansion of the realm were rooted firmly in place, stuck in a dreaming hellish half-life wherein they feel every pain but can do nothing to strike out. If their wooden throats are cut, a hairy tarantula with the face of the wose-man upon its rump will emerge. Returning such spiders, alive, to the Hairy Giants will grant mortal man some degree of friendship among their ranks.  


Notable Trees of the Mulchgrove

1. Bloated Hogselm
Appearance: Thick-trunked elm with stunted branches and a greasy texture to its bark.
Lore: Bloated hogselm is a favored material of the moss dwarfs as it is rich in nutrients and easy to cultivate fungi upon. The pulp meat of the tree tastes oddly like pork, or so moss dwarfs claim, and the wood is easily carved into their moon-sickle handles. Of note to non-moss dwarfs is that hogselm oil can be rendered from the pulp and made into a robust sauce with which pork tastes heavenly. It spoils easily though, with latent spores of the Mulchgrove turning it putrid within a matter of days.

2. Clootiecap 
Appearance: Robust juniper tree, religious symbolism appears in wood boles if gazed upon long enough.
Lore: The clootiecap is a votive tree, whose berries make fine communal wine, and which always seems to be thick with water such that a wayfarer might cut it with a knife and sup away their weary troubles. The bark and the boles of the tree are pareidolic in nature, with most claiming they seem to show saintly images in their recesses when gazed upon with the desire to see such truths. Clootiecap, as a wood, is smooth and pleasant to cut, and many an abbey have tried to grow their own from grafts and splints; often to little success.

3. Prayershingles
Appearance: Drooping elm tree, weighed down heavily by bracket fungi. Smells pungent.
Lore: Present near fallen shrines in the Dolmenwood, prayershingles are more of a condition upon which an elm might be felled than a type of tree in their own right. Prayershingles, by virtue of wayward spores and strange climactic conditions, seem perfect for the growth of bracket fungus. All manner of brainconk often take up roost upon a prayershingles, and to the tale of old wives are said only to eat upon pagans and sinners. This is patently untrue of course, and save for harvesting bracket fungi it is best to avoid such trees. 

4. Anklebrankles
Appearance: Any tree wherein the stump is half-undug and the roots have grown thicker and wider than the branches. 
Lore: Anklebrankles as they're called by the moss dwarfs and woodgrue, are troublesome roots and pear-shaped trees which seek to trip and harm those who do not watch their step while walking through the wood. Both demi-fey keep it something of an open secret that they watch and mock wayfarers who find themselves tripping and breaking their faces upon the forest duff. The roots of anklebrankles are, however, of use and well-prized in Prigwort among youngsters seeking to supplant their betters within the Brewmasters. When properly carved, the roots taste heavily of fermented ginger. 


Notable Trees of the Hag's Addle

1. Addleswood
Appearance: Gnarled and knotted tree, often tangled with wooden poppets or branch totems which crackle when the wind blows.
Lore: The Woodcutters know well enough not to cut Addleswood, as it is said that one of them might be a portal to the realm of the wretched Hag herself. This has not stopped miscreant youth and no small amount of political rivals to Jollie Oistace Pollard from scaling the trees of the Hag's Addle on both sides of the River Hameth and putting up false witch totems. Addleswood is, due to never being cut or properly trimmed, notably old wood and quick to catch fire. It produces more termites than syrup, and provides no notable benefits save for the wiles of reckless youth getting a chance to be aired out.

2. Hag's Spoon
Appearance: Any tree which has a large bole towards the top of it. Smells of brine emanate down from the bole.
Lore: Hag's Spoon is a condition upon a tree wherein a concave area appears near the top of the trunk. While it may occur on any tree in any number of places, upon the River Hameth, such a bole will inevitably be filled with strange vittles left by the Hag or lesser servants wishing to appease her. While none can claim to have seen the Hag personally scale these trees to supp upon the fermenting treats inside, any who have climbed will take notice that a Hag's Spoon is often half-full. If the bole is actually carved out of the tree and made into a large wooden spoon, the Hag might consider it a kind gift or proof of thievery. Regardless, anything placed in said spoon would ferment and triple the speed.

3. Elder Duckswood
Appearance:  Much like a pear tree, with long roots that provide sanctuary for waterfowl and supple fruits which grow heavy and fall into nearby waters.
Lore: Duckswood is by no accounts a tree which bares tasty fruits, as the pears of it are hard and gritty. The flowering leaves, which bare a striking resemble to duckweed, is in truth the most enjoyable part to consume; as it chews well and numbs cankers. Ducks and geese often take up roost beneath the roots of an Elder Duckswood tree, making them an adequate marker for hunters and would-be egg-thieves.

4. Mudderweald
Appearance: Black alder growing out of at least three feet of water, bark is slick and jagged when splintered.
Lore: Grown from the most stoic of seeds, an alder from the banks of the River Hameth and the Hag's Addle is known as a mudderweald for two distinct features. The first being that, when its pulp is proper rendered by knowing hands, it can form a life-sustaining milk substitute which has saved many a babe's life; albeit with the alleged curse of making such beings doomed to live a life with the Lac and the River at the forefront of their minds. The second such feature is that despite their roots tightly gripping the to the riverbed, many of their younger roots easily come undone, splashing and flopping through the rushing water, slapping mud to that which unearthed them until they find hold or snap off. 


Notable Trees of the Valley of Wise Beasts

1. Fatherelm
Appearance: Low-branched elm of prodigious girth  and age.
Lore: Fatherelm are believed by some witch-cults to serve as windows into the liminal and other realms of witch-gods. Dreamcatchers and other totemic items made from the branches of a Fatherelm can help prevent nightmarish influences from taking root, or so say the hedge mages. Wooden beads made from Fatherelm are not uncommon among woodsfolk, both pious and pagan alike. 

2. Trouttrippers
Appearance: Thorny spindle-scrub, generally found alongside riverbanks, with offal-looking berries.
Lore: Upon the groaning loch many a man tells terrible tales of fish-faced-folk who make foul use of trouttrippers to entangle and ensnare land-dwelling man. The truth of this matter, as well as its folkloric origins, often lead to further unsavory stories. What is of not is that trouttrippers can be weaved like any basket wood to form nets made perfect for catching river fish. The offal-looking berries upon the plant are highly poisonous when consumed, but inhaling vapours distilled from them can make one alert as if they've consumed coffee of some villainous bean's make. 

3. Gobbleswood
Appearance: Mossy buxus tree with shaggy leaves and long draping boughs, often home to gobbles.
Lore: Gobbleswood, given it is nigh virtually identical to boxwood proper, is hard to find due the only revealing quality generally being the presence of gobble families within its boles and boughs. Musical instruments carved from gobbleswood tends to howl and squeal on its high notes, much like a gobble proper. It is of no further important quality and is only notable to woodfolk who wish to kill off a pestilence of gobbles before they become too much a nuisance. 

4. Huntershearth
Appearance: Balmy sycamore, dry to the touch, soft, easily peeled bark. 
Lore: Huntershearth is the stuff of tinder boxes and snuff kits, a tree which is easily made into firestarters due to its unique ability to catch a smoldering ember and feed it like a vagrant at a saint's day feast. Unsuitable for construction or even wood-carving, it can make for reasonable bedding if one is willing to risk immolation from a nearby camp fire. 


Notable Trees of the Northern Scratch


1. Scratch Elm Appearance: Long reaching elm trees, often wrapped in poison ivy, whose branches flog about in the wind. Lore: To be "as bitter as a scratch elm" is an esoteric insult, even in Drigbolton, but when such words are said all know their meaning. Scratch elms are a nuisance when autumn comes in, as leaves are shed itching oiled branches remain which whip about in the winter winds; gashing, cutting, and leaving behind terrible rashes. Such oils can be harvested for use in poisons, but as any in the North Scratch would tell you "it'd be less messy just to stab someone."  
2. Whispering Willow Appearance: Looks much like any willow tree, save one branch clearly has been worn down by long sitting periods under stress.
Lore: A whispering willow is a home to some invisible faerie, clearly one of some great weight if its well-worn seat is of any implication, who whispers terrible truths upon the evening breeze. When children have long grown past the age for imaginary bogun friends, they are sometimes told to whisper their name to the willow so that it might add them to their branches. Woodwinds made from such a willow can be enchanted with ease to mimic the voices of children; though mortal hands which strike upon the willow may find themselves struck down by an invisible force.

3. Bitterfingers Appearance: Blackened oak with white-lichen tipped branches and leaves. Slimy to the touch. Lore: "Idle work makes bitter fingers" is a strange adage, attributed to moss dwarfs who claim it has something to do with how the black oaks of the Northern Scratch remain stagnant enough that a cold lichen can easily grow upon them. The lichen itself is hearty and good eating for foragers, especially as it grows all the more bountiful in winter months. The wood of the tree is not worth burning, it produces only spore-laden smoke. Moss dwarfs will pay well for the lichen, especially if delivered in good enough quality to grow it themselves.  
4. Gloomcankle Appearance: Long-limbed yews, off-grey and ruddy, hard as stone. Often solitary. Lore: Gloomcankle is a vicious tree, stained with foul energy by those of dark dreams and ill intent. They appear after years of misfortune befalls an area, be it the wickedness of a fallen star, or the long campaign of attrition against bandits or petty goatlords. The limbs of a Gloomcankle serve well in the aims of the violent, spear shafts of it are strong, shields of it shatter bone, and nooses cling tight to its limbs when a man is strung up on them. There is some perfidious relation between gloams and Gloomcankle, though none have ever let one survive long enough to determine the truth.   



Notable Trees of the Fever Marsh

1. Leechwood
Appearance: Tall wych elm with brittle leaves and worm-infested bark, surrounded by bog cotton. 
Lore: Leechwood trees themselves are not vampiric, but they produce such a warm and well-baited environment immediately around them that it is not surprising to find hundreds to thousands of leeches buggering beneath the bog cotton, ready to suck dry any flesh which finds itself there. The wood of a leechwood tree is easily crumbled down into nutrient rich soil, and Lichwards claim it can be used as a sacred unguent against wights. 

2. Wyrmsproxy
Appearance: Sickly putrid bell-heather which grows from a rotten husk of a tree. Attracts flies.
Lore: There are few things on Heaven or earth more foul than the spume of the perfidious wyrm, though a wyrmproxy stump is not much better. Such trees bare the mark of having suffered the collateral damage of wyrms in the past, dying terrible deaths and sprouting in flowers which carry the wyrm's curse to any soul foolish enough to come near them. If a flower can be properly bottled without it releasing its curse, a potent weapon can be held indefinitely. 

3. Bolecanker
Appearance: A goiter-like bloat upon any tree, often ripe with ants and bracket fungus.
Lore: Bolecankers are the reprieve of a bog-dweller, providing the sweet meats of any tree in the form of a rich and heavy molasses. Carving a bolecanker out of a tree is not an easy task but those with curved saws or awls can make short work of it. Bolecankers are common in the Fever Marsh and around the River Hameth, where collected nutrients can bloat up through the tree into a yummy, tumorous mass. Bolecankers do not rot, they merely harden into an inedible state, though the process of this can take decades. They are a useful travel ration which can be fried, eaten as a jelly, or slathered in butter for a woody-but-sweet treat. 

4. Marshman's Folly
Appearance: Long bald-kneed willow trees, slick with lichen and cicada husks.
Lore: Marshman's Folly are aptly named for their wood seems of a sturdy sort but when exposed to marsh water, emits a pheramone stench that attracts all matter of acidic slime molds and frisky cicada. Many a raft constructed from this wood has led to humiliating and tragic deaths. If properly treated with salves and sealants, the wood of a Marshman's Folly can be used as a means to safely harvest or grow certain slime molds, or to attract cicada to a specific area.


Notable Trees of the Table Downs

1. Sweet Colleen
Appearance: Yellow-flowering cherry tree with a dusky bark and reddish wood sap.
Lore: Named in song by a bard off to woo his lover, Sweet Colleens are an off-shoot of cherry wood which produce unpleasant fruit but lovely flowers. The yellow flowers of a Sweet Colleen unfurl when sung to, reaching towards the singer before exploding with dandelion type seeds. The wood sap of a Sweet Colleen can be rendered into a fine chewable jerky which tastes vaguely of rum.

2. Giant's Pickbrush
Appearance: Tall growing blackthorn shrubs, as tall as any tree. Often littered in bits of giant's filth.
Lore: As one travels through the Table Downs towards the mythic domains of wose-men and giants, these blackthorn shrubs become a more common sight. Their bristling needles and sturdy construction see them serving as hygiene implements for traveling giants who use them to floss their teeth, toes, nails, and ears of detritus. Rather unseemly wizard-folks will often pay more for the detritus left behind on a pickbrush than for the brush itself. The needles, if properly exposed to water, taste oddly of mint and salt.

3. Old Bone Tree
Appearance: Fallen whitebeam trees whose branches reach up for the sun like defiant arms. Half-rotted smell.
Lore: An old bone tree is a sight one sees when leaving the Dolmenwood, it is a tree that by all accounts should be dead but clings to life due to the nascent energies of the forest. Many old bone trees are hollow, their insides rotten out but their branches still sprouting in leaves and acting as though alive. The branches of an old bone can be easily made into whistles, and a tea made of its bark can help clarify memories of better times which have long since faded from the forefront of the mind. It is said that a proper toy for a young babe who has survived their winters, should be made of old bone; for the times of rot are gone, and life still reaches on.

4. Stonegrowth Tree
Appearance: Hawthorn tree which grows only out of stone outcroppings. Produces grey-red stonefruit. Smells of dust and cold.
Lore: Cultivated in ancient times, a stonegrowth tree can gain nutrients from bare rock, slowly turning whatever it sprouted from into sand and gravel. Its fruit is akin to a peach, though gamy and pungent if not properly broiled. Stonegrowth wood is not useful in the construction of buildings, as despite its density it does not offer great insulation against the elements. Bows made from stonegrowth wood are a rarity as they require special unguents and oils to properly treat, but when crafted they are as efficient as a longbow and as sturdy as an iron truncheon when used in melee. 


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What sort of wrong information was given? [d6]

1. You were told to consume the wrong part of the tree, which in turn will cause rashes, hallucinations, and general sickness what with you having consumed a hearty amount of wood.

2. You were given directions to the wrong tree, and thus you've harvested components from a completely normal version of the sublime off-shoot. You have nothing of additional worth and consuming it will grant no great effect.

3. You have been informed that the tree and its components are horrifically poisonous unless you perform a ritual of salting wherein you beseech the Faerie Princes to let you consume the item in question properly. 

4. You were mislead into thinking this tree would be easy to come by. It is protected by [d4] 1. Raucous Woodgrue who want to cause a stink. 2. Grumpy Moss Dwarfs, who claim ownership of the tree. 3. A Witch, who claims the tree is a pathway to her divine patron. 4. A troll, who is willing to let you have a pittance of a sample in exchange for a large amount of meat and anything else you have on you of worth.

5. Tree is actually a Treant, and it is [d4] 1. Unhappy to be disturbed or sought out. 2. Violent and belligerent as you speak the wrong language. 3. Doddering and demands you perform ancient rites of hospitality. 4. Wishes to converse in long morose poetry about the nature of its rings.

6.Tree is currently rotten to hell and back, with many a mushroom and other fungi taking up nutrition on the area you needed to harvest. 


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For those desiring it, I've opened a patreon wherein for a mere dollar a month I'll write you up a random generation table or some other article. It'll likely be far less involved than this one, as it is just for a dollar. David was the first one to pay me to write here, plus I love Dolmenwood, so I put out the works on this one. 

Of course now that money, even a dollar, is involved; I must state that Dolmenwood is a product of Necrotic Gnome Productions and what I produce here is, of course, fan content. It is non-canon, nor approved by the powers that be. Use it in your home games, enjoy yourself, or mock my foolishness for having written so many trees.

Next: I do have, half-finished, an encounter/scenario featuring the Nag-Lord, Ratlings, and the Harvest Moon. I call it A Pestilence in Blue, and it'll hopefully make giant rats a bit more interesting or at least comedic.  

Monday, March 18, 2019

Dolmenwood: Ratling (Race-as-Class)


Noted in Gavin Norman's Dolmenwood House Rules document, the idea of Ratlings in the setting have long entertained me. Are they meant to be truly tiny things, or are they halflings but a bit scummier a la 40k? Given that Gavin has said he's not a deep Warhammer fan (or so I misremember from a convo on Orks), I must assume that Ratlings are meant to be actual rat-like people; something in tone akin to Redwall or Mouse Guard possibly. While noted in the document as being functionally equivalent to Halflings, with a 3-in-6 hiding rate in any environment; I'm going to attempt to do something a bit more setting appreciative with them. Also chucking in some Midderlands references.

Art from Larry MacDougall's Gwelf Project

Ratlings

Requirements: Minimum CON and DEX 9
Prime Requisite: CON and DEX
Hit Dice: 1d6
Maximum Level: 8
Allowed Armour: Any appropriate to size, including shields
Allowed Weapons: Appropriate to size (see below)
Languages: Alignment language, Common, Woodsigns

Ratlings (aka Giant Mouselings as they're called in Scrotland) are diminutive race of furred demi-humans who possess rodent-like features, long filthy tails, and teeth as strong as well-tempered iron. Seldom achieving heights greater than 3 feet or weighing more than 60 pounds when preposterously rotund or heavy with child, Ratlings rely on knowledge of secrets and their community to survive in an unforgiving world. Each Ratling warren is built in spiraling stone architecture deep beneath the roots of old trees, ruled over by broodmother and rat-king who tend to the collected knowledge and deeds of their ancestors. 

Ratlings, in their pure and honest forms, can be found in the Table Downs and Brackenwold; with corrupted forms commonly found in the Upper Middergloom of Havenland. Both types make use of sacred Woodsigns written in the whorls of trees and stones, which whisper secrets when read. Seldom does a Ratling adventure, as to surface-dwellers they are seen as pests or plague-spreaders regardless to any truth on that matter. When one does join up arms with humanity, they do so often with ambitions to start their own warren or as exiles of a warren which cast crimes against them. 

They're not the most well-loved creature to walk the world, but Brackenwolders have seen worse and Havenlanders have better things to fear. Grimalkin personally dislike the whole of the Ratling race based on a folkloric dispute wherein a Grimalkin was once made stumbledrunk on tipple and robbed of an estate by the Ratlings. 

Prime Requisites: A Ratling must have at least 13 in one or the other prime requisite in order to get a +5% to experience. The character must have a CON and DEX of 13 or higher to get a +10% bonus.

Abilities

Combat: Ratlings may use any type of armour, but it must be tailored to their small size. Similarly, they may use any weapon which is appropriately sized to their stature. They cannot use longbows or two-handed swords.

Defensive Bonus: Due to their small size, Ratlings possess a lower Armour Class (-2 bonus) when attacked by creatures larger than itself.

Hiding: Ratlings have an uncanny ability to disappear from sight:
        In bushes or other outdoor cover, a Ratling can hide with 90% ability.
        In dungeons, a halfling can also hide in shadows or behind other forms of cover, so long as he or she remains silent and motionless. The chance of success is 3-in-6.
        If nude, a Ratling may pose as a rodent of unusual size rather than a sentient being, succeeding at a rate of 4-in-6 so long as those viewing the Ratling don't know they're on the lookout for the creature. 

Listenings: Ratlings have a 2-in-6 chance of hearing noises at doors, and in conversations or gathering gossips they have a 2-in-6 chance to determine if the information they're receiving is deceptive or intended as a secret.

Teeth of Iron: Ratlings may make unarmed attacks by biting, dealing 1d4 damage. Their teeth can pierce stone and metal with enough time. This damage increases to 1d6 at level 4, and 2d4 at level 6.

Secret Woodsigns: Ratlings may take a minute to read the whorls of a tree's trunk or the roughness of a stone to discern secrets. Once per day, a Ratling may use their woodsigns to do the following:
        Determine the location of nearby edibles or water. The chance-of-success is 3-in-6.
        Determine something said by a passerbyer in the last 24 hours. The chance of the information being relevant or useful is 10% per character level, to a maximum of 80%.
        Conceal a message for others who can read woodsigns, up to 20 words. This message remains for a number of days equal to the Ratling's level.
        Determine if another Ratling has made use of the woodsign, and if so what message they have concealed with it.

Stronghold (Warren): When a Ratling has sufficient funds, secrets, and time, they may construct a stronghold. These strongholds will be built deep beneath the roots of an ancient tree, constructed of stone along dirt tunnels when properly finished. Ratlings who have heard of the character's deeds and wisdom will make their way to the stronghold, and over time they will expect the Ratling to become either broodmother or Rat-King.

Dark Heather from Mouse Guard is a good base for a Warren

Level Progression/Saving Throws: As Halfling.

Randomized Appearance (Head, d8)
  1. Pudgy, slight-eared and tooth-bearing, like a gopher.
  2. Large-eyed and larger-eared like a vole.
  3. Long-snouted and squinty-eyed like a shrew.
  4. Tiny-eyed with large ears, like a house mouse.
  5. Large fleshy ears and bulbous black eyes, like a wood mouse.
  6. Slanted snout and small ears, like a common black rat.
  7. Jovial black eyes and chubby cheeks, like a doormouse.
  8. Large-headed with small black eyes, much like a musk rat.
Randomized Appearance (Colors, d10)
  1. Pink, nude and wrinkly, with flaking dandruff as if diseased.
  2. Pale white, with eyes that blaze red when concerned.
  3. Brown and black, like the bark of a tree towards the forest duff.
  4. Black and grey, like the smoke from an elder's pipe.
  5. Black as a cold winter night without stars.
  6. Red as fallen maple leaves, hints of orange.
  7. Pale grey, like a stone dove.
  8. Powder blue, like the Wood-King's jael stones.
  9. Wheat blond, like the autumn grains before the harvest.
  10. Stony grey, like an outcropping in the woods.
Randomized Coat (d6, don't roll if a nude)
  1. Straight-haired coat.
  2. Curly-haired coat.
  3. Wavy-haired coat.
  4. Velveteen coat of furs.
  5. Long silky coat of furs.
  6. Long straight-haired coat of furs.
Randomized Pattern (d8, reroll on Colors, if nude it's a mark on the flesh)
  1. Completely solid coloration, white upon the feet.
  2. Solid with different coloration upon the belly and hands.
  3. Blaze of a different color upon the face.
  4. Capped upon the head in a different color.
  5. Hooded in a different color upon the head and back.
  6. Masked in a different color over the eyes.
  7. Of roan pelt, with initial coloration fading into a different type as the seasons change.
  8. Varegated in different colors.
The Midderlands are very unkind to Ratlings.

Midderland Variety Mutations (d8)
  1. Covered in caustic green boils which rupture when struck with critical damage.
  2. Three eyes of murky jaundiced pickle green.
  3. Teeth like needles which pierce through the snout at odd angles.
  4. Slime-leeks from pores rather than sweat. 
  5. Vomits luminescent slugs when speaking too long.
  6. Forever twitching and speaking in double-double, hacking cough when trying not to.
  7. Fingers and toes of misshapen lengths, vaguely arthropod in digit appearance.
  8. Secondary rat-head growing out of back. Has nothing good to say.
Starting Outfit (d8) (Coinage/Wealth as a Halfling, its the whole of your warren's wealth.)
  1. Brata cloak of ochre red, clay-handled dagger, fine leather belt with beetle-buckle.
  2. Tunic of blue and white, carpenter's hammer (as mace), leather pouch with brass aglets.
  3. Long nightgown and sleeping cap, zig-zag dagger (your mother's), a smoking pipe (no snuff.)
  4. Cloth gambeson with fish patterns upon it, woodcutter's hatchet, tricorn hat.
  5. Pig-leather culottes bleached white, yellow-and-red beaded sash, walking cane (as staff.)
  6. Long Tartan with serpent torc, ancient brass shortsword (Goman make), bag of hash.
  7. Artisan's smock-frock, leather jackboots, and a tack-hammer (as mace.)
  8. Surtout of deep clay red, with a torc of ancient rat-king tails. A black hand ax.
Names (d20)
  1. Clundoder / Mosswater
  2. Basilmac / Gingi
  3. Methuselah / Prudencia
  4. Mac Luch Mor / Bea Luch Beag
  5. Kimkarnagie / Clarymulch
  6. Bromaine / Celdana
  7. Rocksorrel / Gabwhacker
  8. Quillhaver / Cloggswalk
  9. Craiken / Cavelhome
  10. Swiftlysung / Mumblerock
  11. Saynavain / Viluna
  12. Bigglebones / Bucklescutt
  13. Shoggwallow / Horsewalma
  14. Logalwealth / Buskerback
  15. Eulail / Biskpaw
  16. Clayulton / Doomhaver
  17. Reginald / Miramoore
  18. Broggleton / Constantia
  19. Wellbuckle / Limewater
  20. Reynard / Wilffenleaf
Why do you adventure with humans? 
  1. The Watchers made dark work to steal the bones of our ancient rat-kings. I must see them returned to my deeply-delved warren.
  2. The warren flooded, leaving few of us behind. I seek funds so I might rally kindred in distant warrens to help reclaim it from the water wyrds that've come.
  3. The Hag stole away my kin, humanity and grimalkin don't care for her muchly. They'll be honorbound to help me if I provide services in kind.
  4. The glint and glitter of gold warms my belly with mead and meat; to live under a tree is no life for a young blood like myself.
  5. I was chosen to join the Rat-King, but I feared the ritual. I can never go home, nor face my kind. I must find work among the tall-ones.
  6. In dreams I was haunted by the sword of  Saint, one of the Church of the One True God's sort. Upon his shoulders sat a head like mine own, and from his mouth he spoke of my destiny. I must seek such a thing.
  7. Kin mined too deep, found blue stones that laugh, found green stones that cackled. I made it out alive, but they're not my kin under that hill no more.
  8. Wolves routed us, devoured us, and faerie folk watched and laughed. Good neighbors my arse. Met enough men-folk who in words don't care for neither crowd. Figure we can kill a bunch of them together, have a day of it.


Next: I was putting together some random encounter lists, but Ratlings caught my interest. 

Saturday, March 16, 2019

Dolmenwood: The Tumulheights - (Hex 1609)

One-page settings seem to be making the rounds as a concept, and while I'm totally in favor of that sort of framework I'm also really big on the three-hex starter situations as well. So I figured to combine a sense of those both, thwap together a map in a hex, and then place it in a setting near and dear to my heart. This is a hex-as-setting, meant to provide just enough to get the ball rolling. So these are the Tumulheights, a series of hilly barrow mounds located in Hex 1609; which on the Dolmenwood regional map is a few south of Castle Brackenwold and can be located beneath the map key. It is a thematically low level area, a place to learn a little bit about the setting, defeat some lesser villains, and to get away from the woods for a little bit. '


Click to Expand


Hex 1609: The Tumulheights
A patch of rough hills, scrubland and sparse woods to the south of Castle Brackenwold, the Tumulheights are a sacred burial ground or the ancient Emeraude warriors who beat back the Gomans. Man, Goat, and more than a few other stranger things lay buried beneath the mounds. 

From Culderhill, the Lichwards see that the anointed dead stay buried and at peace. But villains out of Pook’s Way know all too well that the Watchers and fouler sorts in High Hankle and Havenland would pay well for the blessed bones. 

Throughout the mounds swine gather in large numbers, trudging through the forest in troupes, snuffling the pungent hilly air for the seductive scent of truffles and other pungent fungal spores. On nights of the full moon, the Black Pig is said to be seen in the woods, and those who gaze upon his baleful magnificence will find themselves forever cursed. The Lichwards, as well as academics of folklore out of Castle Brackenwold, have their own theories as to the origin myth of the Black Pig; but the locals out of Pook's Way claim it to be a wicked fey prince.

All manner of bogun and goblin from the Dolmenwood make their occasional appearance upon the mounds, often as spectators watching the spirits of ancient Emeraude warriors butchering the damned shades of Goman legionnaires upon the blessed earth. When the bones of the fallen are removed from their mounds, these displays change. The Goman begin to win. The spirits, be they man or goat, fall into despair and in time become tortured and wretched wraiths who devoid of their stories, cast forth oblivion.

Mortal man does not tarry upon the mounds at night, lest the pucklemotes swarm them and steal them away to the Dredgemoot; where the Black Pig is said to slumber all other nights of the year in corpulent hateful bliss.

Key Features:

  • Hilly - The grounds of the Tumulheights ebb and flow like waves upon the sea, and under each hill lie countless dead heroes from ancient days.
  • Haunted - If not for the Lichwards out of Culderhill, the actions of the dead would be far more vicious to outsiders. They only appear deep underground, in the Dredgenmoot, or on starry nights.
  • Windswept - Between the hills, the air blows quick and fierce. Smells carry for miles, as does laughter and whispers upon the wind.
  • Wooded - The woods, while sparse, are primarily old pines that have long succumb to the rot and weight of bracket fungus which clings to their trunks.
  • Temperate - It is as temperate here as in the rest of the Dolmenwood, though being just south of the wood proper, winter can be found here in its season--albeit reduced by proximity.
  • Colors - The flora here is like smoke-stained juniper leaves, the browns are of deep earthy slate. The pigs are all black, but not as black as the Black Pig or the Pucklemotes.

Points of Interest:

Culderhill Abbey:
A small, fortified tower of rustic stones hewn in elder days. Two stories, with a large stables which due to a lacking of many horses has been turned into a make-shift training grounds for those who make use of scourges and maces. A large stained glass window depicts St. Signis upon a hill, tending to flowers which grow from the skeleton of a woman whose spirit looks upon the incident fondly. Matron Superior Muccshab is almost always present here, alongside 1d8 acolytes (usually nuns), and 1d4 warriors, generally seeking blessings or knowledge of the undead.

Pook's Way Taphouse: A rickety wattle and daub building built like the long halls of old, with ramshackle gutters and the occasional chicken running wild outside its coop. A burnt wooden sign nailed above the door depicts a large orb-headed fairy of black, pointing a finger towards the door while a lantern sits on its lap. The interior is decrepit and the floor is uneven, with many loose boards and whole sections of dirt floor. The kitchen is well-stocked with sausages and rotgut beverages, and the goatman Tarridan Gresh is often singing a jaunty tune when not being berated by moss dwarf or more thuggish customers.

The Dredgenmoot: A section of the Otherwold, an underground maze where the mycellum of fungal deities once lived. They were consumed by the Black Pig and its predecessors. There are many ways out of the Dredgenmoot, but they require crawling through loose soil, eating hallucinogenic fractal molds, and being subsumed by slime molds that reflect forbidden suns on their shimmering masses. Moss Dwarfs can easily find there way out of here, often leading back to the real world by coming up under a garden of mushrooms. 


Cast of Characters:

Matron Superior Muccshab of St. Signis:
A grizzled woman in her late 60s, allegedly older if the hateful gossip of novice lichwards are to be believed. She bares an unearthly pallor and the chiseled face more befitting a mountain than a mortal; her habit is reinforced with leather tassets and she never leaves her chamber without her blessed jack-of-plates hauberk. A lover of poetry but a long sufferer of the ravages of the undead, she maintains many spells and trains others in the profession of a lichward cleric. She has long enjoyed her time in the Tumulheights, but recent bone thievery has forced her to take a hardline approach to any strangers she or her lackeys come across. She works from Culderhill Abbey.

[AC 9, HD 3 (12hp), Att 1 x scourge (1d6), THAC0 19, MV 90' (30'), SV D11 W12 P14 B16 S15 (CL3), ML 9, AL Lawful, XP 45]
  • Spells: Matron Superior Muccshab can cast three spells from the Cleric list as a Level 3 Cleric, and she can Turn Undead as though she were a Level 5 Cleric.

Tarridan Gresh:
A freshly twenty-year old goatman, child of deserters who fled Lord Malbleat's wrath, and apprentice-turned-propreitor of the Pook's Way taphouse. Easily mislead and with a voice like an angel, Tarridan has fallen under the coercion of Bashwick and his goons, and has long suffered the abuses of moss dwarf truffle hunters even before his former master was devoured by a "fog of shadows." Is overworked but likes the challenge. Has never consumed human flesh and will become an insatiable man-eater should he develop the taste.

[AC 5, HD 1 (4hp), Att 1 × Frying Pan (1d4-1), THAC0 19, MV 120’ (40’), SV D8 W9 P10 B13 S12 (D1), ML 6, AL Neutral, XP 10]

Bashwick of Great Lunden:
A bastard of a Havenlander, he shows signs of ensorcellement to those with the gift to see it. He drinks with hooded men and talks of expeditions into the mounds and the profits he's made selling pagan bones and old Goman scrap to high society folk in Lunden. He knows the Watchers and speaks kindly of their patronage. They plan to kill him once he's unable to fund further mercenary endeavors which might steal the bones and disrupt the joyful entertainment of faerie-folk.

[AC 5, HD 2+1 (14hp), Att 1 x Goman Sword (1d8+1, Masterwork), THAC0 19, MV 120' (40'), SV D12 W13 P14 B15 S16 (F2), ML 8, AL Neutral, XP 35]
  • Bashwick is supported by a network of goons, lowlifes, and general thugs from Bellthorp and the Midderlands, all functionally equivalent as low morale henchmen. He has at least 1d4 with him at any time, and 1d12 when out in the field personally appraising or stealing bones.
The Black Pig:
A powerful fey spirit in the form of a repugnant and gargantuan swine the size of a cottage. It belches forth spoors, and breathes deep the sorrows of the damned. While it has a rapacious love of honey wines and stump dryads, it is a known enemy to moss dwarfs. Their scent is often too much for the Black Pig to readily tolerate.

[AC 4, HD 7 (32hp), Att 1 x Gore (2d4), 1 x Trample (1d8+1), or 1 x Spore Belch (3d4, Save vs Breath to halve), THAC0 13, MV 180' (60'), SV D10 W11 P12 B13 S14 (F6), ML 11, AL Chaotic, XP 450] 
  • Spore Belch targets all within a 90' cone in front of the Black Pig's mouth, those struck by it can be tracked with supernatural ease by pigs, pucklemotes, and moss dwarfs until the half-moon. Moss Dwarfs struck by this spore belch are instead healed an equal amount of damage, with any bonus HP over their maximum threshold blossoming into an equal number of random edible mushrooms.
  • The Black Pig becomes enraged in the presence of less than it's HD in Moss Dwarfs, and dazed for 1d6 turns in the presence of more Moss Dwarfs than its HD.

The Pucklemotes: 
Lesser fey spores, sentient bits of black puffballs that chase and harass mortals who walk the mounds at night. They are attracted by candlelight and campfire, but oil lanterns perplex and disturb them. They serve the Black Pig and other faeries who watch the spiritual melee, acting as house servants and bootlicks. If they engulf a mortal, they will transport them into the Dredgenmoot. 

[AC 7, HD 2 (9hp), Att 1 x Swarm (d4) or Engulf, THACO 18, MV 90' (30') flying, SV D14 W15 P16 B17 S18 (NH), ML 9, AL Chaotic, XP 35, NA 1d3]
  • Engulf: Engulfing an enemy requires the swarm to collapse into the area directly around a single enemy and succeed at dealing maximum damage on a Swarm attack. If successful the victim must make a Save vs Spells or find themselves taken to the Dredgenmoot.
  • Size: 20' x 20' area, typically, acting like hooligans and shuffling about as though gravity didn't matter.
  • Swarm Attack: Unlike normal swarms, Pucklemotes will be half biting and nipping and half attempting to cast a spell to pull the victim into the Dredgenmoot. Roll 1d4 to determine damage, and halve any HP loss on those wearing armor (to a minimum of 1).
  • Warding Off: Characters wearing cold iron force a morale check to be attacked by the Pucklemotes.
  • Escaping: Fleeing the Pucklemotes is hard, as they are quick and vicious when finding someone scared of their violence. Characters who serpentine in their movements or throw distracting mushrooms or shiny objects can flee from the inside of the swarm by doing so for 3 rounds.
  • Pursuit: A damaged swarm of Pucklemotes will chase characters until they enter a religious establishment or an area where they must otherwise ask for permission to enter. If a character enters the "home" of another creature like a wolf's den, a bear's cave, or an owl's tree, there is a 50% chance the Pucklemotes will not pursue.
Randomizers for the Tumulheights:
Some specific and specialized randomizers for use in this Hex, or anywhere really. 

What is Tarradin singing? [d6]
  1. O Darling Fangbone - And what a sight was she, with a bone so biting brutal, it stretched from mouth to knee. 
    A jaunty and comedic love song about a man who fell in love with an ogress and sang her a tune while she slowly cooked him, eventually he sings from inside her gullet.

  2. Malbleat's Many Follies - "As boundless as the skies, as foolish as a goblin rump, as pointless as his spies!"
    An insulting tune about the idiocy and wretchedness of Lord Malbleat, mocking his abuses and his foolishness. Popular in Lord Ramius's army.

  3. To Dine Again in Bellthorp - "Crying, Cockerels and taters, and turnips, my boy! Oh bloat me, oh save me, my sweet Bellthorp girl."
    A drunkard's tune about better times and family, sung in Bellthorp and by those who wish to mock the Emeraudish over in the Midderlands.

  4. Blind Eyes Me God - "So I'm sure as a Wolder, with Drunegelt I came, and in my wyrm's greed, I feel now His shame..."
    A lament for shameful actions in the eyes of the One True God, generally based around pride and greed. Can be sung as a comedic tune, as if God is not judging but rather it is all in one's head.

  5. Waulking the Elf-Maid's Tartan - "We washed her great gown, with starlights and lamb's silk; we wash-ed her veil, festooned with pearls..."
    A washing song, generally getting more and more embellished with each verse until someone sings a line of how the elf-maiden is crushed under the weight of her luxury and goblins pick her corpse clean. Gallow's humor tune. 

  6. Lament of the Deorlings - "The Wood King bred me, for nine months and better, he stole me fair heart, and my soul to fetters..."
    A song about the King of the Woods, the deorling, and the loss of station and sense of self; a ballad of ego death. 
Concerning Truffles [d6]
Type...
  1. Robust Black Truffle
    The robust black truffles of the Tumulheights grow only near the mounds, and to the common eye they look like either the spoors or eggs of some terrible basilisk. The taste is too rich to be consumed raw, leading to a drunken state if not properly prepared. When cooked it fills the belly as full as any steak or hauk of ham. If prepared into an oil, it is a bit greasy but greatly contributes to the speed of the cooking process and if left to ferment with garlic in it, can create a robust cordial. 

  2. Ivory White Truffle
    A robust truffle that tastes like the richest and most earthy of breads, commonly found by both dogs and swine. When shredded or cut, it compliments most meals and greatly adds to their qualities. The most common sort of truffle to find itself exported both raw, and as an oil. Worth silver in either case.

  3. Grue-apple Truffle
    Cluster truffles that sprout like red fungal caps deep underground, often consumed by woodgrue and lesser fey as they enjoy the taste---something akin to blue berries over a stinky cheese and onion skins. Grue-apple can be used to make exceptional cooking oil which allows flavors to fully reveal themselves; and if coated to flesh this same oil can make poisons all the more powerful. Worth silver raw, worth gold in high amounts or in oils.

  4. Broom Truffle
    A truffle that grows like a bracket fungus underneath the bark of ancient trees, popping through the trunk of a tree like bristles on a broom. Bark must be carefully peeled back to allow for harvesting, which requires the use of specialized awls to fully dig out the fungus. Salty but sweet, like a baked apple left to ferment. Used to make fine cooking oils that peasants can afford. Worth silver.

  5. Scag's Tuber
    A false truffle, but still a favorite of pigs and moss dwarfs alike. Scag's tuber is a fungus that grows in wild onions, tasting much like fermented garlic and robust earth. Worth copper pennies in an open market, silver to someone buying in bulk. Can be used to ferment semi-spoiled food back to satiability. 

  6. Swinefavor Truffle
    A common truffle, most often consumed by boars, devil swine, pig seers, and common farm pigs. Seldom seen in kitchens for this reason. Cheap, worth copper pennies. Tastes salty but savory, almost like caramel. 
Quality...
  1. Dreadful quality, barely ripe, molded over and maggoty. Worth 1d4 its coinage.
  2. Poor, broken, and poorly harvested. Possibly half-bitten by swine. Worth 1d4x2 its coinage.
  3. Harvested too early, not robust with spoors, or insufficient size and vintage. Worth 1d4x3 its coinage.
  4. Adequate form, good shape, little damage. Worth 1d6x3 its coinage.
  5. Perfect size, good shape, no damage, robust texture, and fine scent. 2d8x3 its coinage.
  6. Huge, powerful, bountiful, possibly sentient. Almost a burden to carry, but too perfect and astounding not to. Worth 3d10*5 its coinage.
Random Encounters (Day)
  1. Huntsmen with Truffle Hogs and Hounds, (1d3+1d8)
    1. Open to conversation. 2. Polite but cagey. 3. Professional and willing to barter. 4. Caustic.
  2. Havenlander and South Emeraude Thugs and Lackeys (2d6)1. Casing a mound. 2. Hunting deer. 3. Arguing with leader (Bashwick, if present), 4. Drinking.
  3. Lichward Friar and Exorcist Disciples (1+2d4)1. Ritual prayers for protection. 2. Contemplating signs of a struggle. 3. Reciting scripture in the field. 4. Contemplating signs of recent excavation.
  4. Deer (2d12)
    1. Bounding over hills. 2. Grazing on grasses. 3. Fleeing wolves. 4. Fleeing hunters.
  5. Swine (2d12)
    1. Consuming truffles. 2. Horrifying noisy sex. 3. Consuming a dead body. 4. Sleeping.
  6. Pilgrims (2d6)
    1. Singing songs as they march. 2. Discussing philosophy. 3. Praying. 4. Foraging foods.
Random Encounters (Night)
  1. Swine (2d12)
    1. Consuming truffles. 2. Horrifying noisy sex. 3. Consuming a dead body. 4. Sleeping.
  2. Havenlander and South Emeraude Thugs and Lackeys (2d6)1. Excavating a mound. 2. Camping. 3. Fleeing from undead, 4. Drinking.
  3. Deer (2d12)
    1. Bounding over hills. 2. Grazing on grasses. 3. Fleeing wolves. 4. Fleeing hunters.
  4. Pilgrims (2d6)1. Camping around a fire. 2. Warding away Pucklemotes to little effect. 3. Praying. 4. Sleeping.
  5. Moss Dwarfs (2d6)
    1. Hunting for truffles. 2. Hunting swine. 3. Tracking the Black Pig. 4. Making truffle oil.
  6. Undead (Ghosts, 1d8 or Ghouls, 1d4)
    1. Fighting Goman Ghosts. 2. Making merry upon the mound. 3. Cavorting with faeries. 4. Seeking justice for bones stolen.
  7. The Black Pig (if Full Moon), Elf Hunters (2d6, if not Full Moon)
    1. Reflecting upon nature's majesty. 2. Gazing upon the moon in strange sadness. 3. Rubbing bone weapons against fungus-infested trees. 4. Digging in the dirt, as if looking for something.
  8. Pook Morels (Wormskin 8, p.35, 2d10)
    1. Speaking ghost stories upon the wind. 2. Mocking the party for their terrible fate. 3. Turning acorns into beetles. 4. Throwing centipedes and roaches at one another.
  9. Pucklemotes (1d3)
    1. Laughing and giggling. 2. Engulfing a pig. 3. Bursting from the ground. 4. Eating truffles.
  10. Lichward Nun (Unique)
    1. Seeking to prove her bravery. 2. Romantically embracing a spirit. 3. Praying above a corpse. 4. Eating bread upon a corpse. 5. Meditating as a ghoul sucks upon her breast, burning. 6. Cavorting with additional Random Encounter.


Dolmenwood: Notable Trees of the Dolmenwood & Their Uses

"I hereby request a table of terse, evocative descriptions of the common, yet sublime trees that compose the Dolmenwood." - Requ...