The Root-Walkers
Forty years ago, the village of Nattveden pushed too deep into the dark Rotskogen. A group of woodcutters fell victim to the Pale Rot, a fungal infection that causes the skin to harden like bark. Instead of dying, they were guided by a voice in the mist to the center of the woods. There they found the Marrow-Yew, an ancient, sentient tree-monster that offered them life in exchange for servitude. These original woodcutters became the first Root-Walkers, turning their back on humanity to become the forest's immune system. They transitioned from victims of the woods to its most fierce defenders during the Great Cleaving, where they successfully sabotaged three major logging camps in a single night of blood and moss.
The Root-Walkers
- Type
- Bio-mystical Cult of…
- Size
- Moderate
- Reach
- Regional
- Base
- The Cathedral of Roots
Overview
Forty years ago, the village of Nattveden pushed too deep into the dark Rotskogen. A group of woodcutters fell victim to the Pale Rot, a fungal infection that causes the skin to harden like bark. Instead of dying, they were guided by a voice in the mist to the center of the woods. There they found the Marrow-Yew, an ancient, sentient tree-monster that offered them life in exchange for servitude. These original woodcutters became the first Root-Walkers, turning their back on humanity to become the forest's immune system. They transitioned from victims of the woods to its most fierce defenders during the Great Cleaving, where they successfully sabotaged three major logging camps in a single night of blood and moss.
How it began
Theron Oak-Heart was Nattveden's most celebrated woodsman until his young daughter contracted the Pale Rot. Desperate, Theron carried her into the heart of Rotskogen, seeking a legendary spring. He found no water, only the Marrow-Yew. The entity bargained: it would save his child if he would become its hands and eyes. Theron agreed, becoming the first Heart-Speaker. His daughter became the first Spore-Seer, and together they rebuilt their family from the outcasts and 'infected' of the village.
How to know them
Deep Moss Green, Rust Red, Bone White
- A knotted piece of yew wood.
- A fungal spore pattern.
- A hand stained with green sap.
Standing
What they say they want
What they are doing now
Where it leads
A world where the distinction between animal and plant is blurred, and the Rotskogen covers the continent, ruled by the Marrow-Yew's fungal consciousness.
How others see them
In Nattveden, they are the 'Shamblers' or the 'Mist-Ghoulies,' feared as monsters that snatch children and ruin industry.
People
4 ranks
The First Spore-Seer
Stoic, deeply maternal toward her followers, and ruthlessly cold toward those she deems 'axes in human form.'
- The Heart-Speaker1 member
The ultimate authority and conduit for the Marrow-Yew's will. Interprets the pulses of the forest.
- Spore-Seers6 members
Officers who coordinate the defense of the forest. They maintain the fungal web that acts as an early warning system.
- Grove Guards24 members
The primary warriors. They utilize Living-Wood weapons and protect the Marrow-Yew's physical form.
- The Infected (Initiates)50 members
Recent converts who are still undergoing the physical transformation of the Pale Rot. They serve as scouts and gatherers.
Other key members
- Bramble-Fist Gorth War-Captain
- Sylas the Whispering Leaf Spy and Saboteur
How they are organised
- Must be infected with the Pale Rot or have survived a lethal forest encounter.
- Must renounce all loyalty to Nattveden and human civilization.
- Must undergo the Ritual of the Graft, where a piece of Living-Wood is bonded to their flesh.
Relations
4 factionsSlow-moving tree spirits that provide information in exchange for the Root-Walkers removing iron nails from their bark.
Operations
What they do
How they do it
Services for hire
- Plague-CuringOne year of service to the forest or a blood offering.Healing those with diseases that Nattveden's doctors cannot touch.
- Path-OpeningAn iron weapon given to the faction to be 'rusted' and destroyed.Allowing a group to pass through Rotskogen safely.
What they can do
What they have
Where they are weak
Territory
Headquarters
The Cathedral of RootsA massive hollowed-out mound beneath the roots of the Marrow-Yew. The air is thick with glowing spores, and the walls are literally breathing wood that reacts to the presence of intruders.
Lands they hold
Outposts
- The Thistle-WatchA mile from Nattveden's north gate.To monitor the village's movements and timber exports.
- The Sink-HoleNear the old logging camp.A pit where prisoners are held to be processed for fertilizer.
Secrets
Plot hooks
3 hooks- 1The Missing Timber-HeirModerateReward: Gold and Village InfluenceThe son of the Woodcutters Guild Master has gone missing. He was seen following a woman with green hair into the fog. The party is hired to bring him back before he is converted.
- 2The Blighted HeartHardReward: Special Living-Wood GearThe Marrow-Yew is dying from a strange alchemical poison. A Root-Walker approaches the party, pleading for them to help find the source of the rot before the entire forest goes berserk.
- 3The Mist-NegotiationEasy (Social)Reward: Faction Favor and Safe PassageNattveden is starving because they can no longer hunt or gather in the woods. The players must act as neutral mediators between Matriarch Elara and the Village Council.
Work they offer
What gets in the way
Rumours
Connections
Media
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