Cultures Apocrypha: Rootwalkers

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Name: Rootwalkers
World: All
Common Species: Rootwalkers
Summary: Scattered and lacking a homeland, the rootwalkers choose to bloom where they're planted.
Description:
In the primordial past beyond even the creation of elves, there were rootwalkers. Rootwalker legends hold that they were created by Mother Sun to tend to the verdant paradises that were her worlds, and in their capacity as custodians they were present at the genesis of all other creations. Mother Sun's creations continued, and the rootwalkers witnessed the emergence of elves, dragons, humans, and more from her boundless creative energies. In time, Mother Sun began divvying her worlds among her creations. Pleased by the assistance of the rootwalkers in shepherding her other creations into existence, Mother Sun awarded them a world of their own to tend as they saw fit.

For untold millennia, the rootwalkers lived peacefully on their world, which they simply called the Garden. Under their ministrations, the Garden grew into a wild masterpiece, with flora unknown anywhere else in creation. Time had no real meaning to the rootwalkers, for while the cycle of death and renewal could be counted, the present of life was far more meaningful than its past. Knowledge was easily passed from one rootwalker to another, for their lifespans were so long that newgrown rootwalkers had plenty of time to master the concepts taught them by their elders.

Not long ago (though the lack of dates in rootwalker culture coupled with their long-view lifespans means that anything that happened before "today" is generally considered "not long ago") the elves of Liunonda came to the Garden in highsailing ships. The Celestial Empire declared themselves masters of this new world, and supervised the rapid construction of several settlements. The rootwalkers were curious, but when they approached the Celestials a number of them were captured and returned to Liunonda to be displayed before the Celestial Throne. These visitors happily met the Celestial Emperor, and after days of conversation demonstrated that they were no threat. Accordingly, they were released (in a "show of good will") into the forests of Liunonda, where they began again their ages-gone duty of shepherding and cultivation.

As time went by, other rootwalkers were either taken from the Garden, or left via Celestial highsailing ships to explore Mother Sun's worlds anew. Before long, rootwalkers were once again present on all of Mother Suns worlds, tending new groves and sharing their knowledge with younger species. Still, the Garden was their home, and those dealing with the Celestials slowly grew disillusioned with the promises (and duplicities) of the Empire, who seemed to appreciate the beauties of the Garden only insofar as those beauties could be taken away to Liunonda for the glory of the Empire.

Then came the nar. Refugees from the collapsing worlds of Father Sun, the nar came to the Garden via the enormous sacrifice of their patron goddess, Qu'ulsis. With no home, they were welcomed by the ever-hospitable rootwalkers, who provided them with the means to survive in the Garden and saw to their comforts in those early terrifying times after the destruction of their world.

The nar proved to be poor neighbors, quickly taking control of large sections of the Garden, rapidly creating a new civilization for themselves, and even renaming the entire world Qu'ulsis in honor of their dear goddess. Worse, the elves and the nar, could not reach agreement on the disposition of land in the Garden, and as nearly the entire nar people had come to the Garden, they outnumbered the Celestials 1000 to one. The rootwalkers soon found themselves in the middle of a race-war like they had never seen. Nar killed elves, and the Celestial fleets battled the Nar in the skies. Fire consumed centuries of growth, and while the rootwalkers sought to protect as much as they could, their protections were too easily seem by either side as aid to the other. The holocaust in the Garden culminated in its complete destruction, robbing the rootwalkers of their only home and the nar of their second.

Most rootwalkers have drifted away from the ruins of the Garden, and they can be found now scattered throughout all the worlds. Rootwalker elders (the few that survived the annihilation of the Garden) are occasionally sought by members of younger species, for their stores of learning are the vast accumulation of thousands of years.

Relations

Rootwalkers in general seek good relations with other races, and generally speaking are prized as friends, both for their strength and for their stores of knowledge.

The only real exceptions to this general goodwill are found among the elves and nar. Rootwalkers tend to blame the Celestials and nar for not being able to leave well enough alone, and for turning petty squabbling into irreparable destruction. They view the nar's collective oath of vengeance on the Celestial Empire as a ridiculous perpetuation of a war that cannot now be won by either side. By contrast, they hold the Celestials in disdain as insensitive braggarts who refuse to recognize their insignificance as one small part of Mother Sun's grand creation. Accordingly, rootwalkers tend to treat both groups with distant and cold courtesy, when they choose to treat with them at all.

Philosophy and Myth

Rootwalker philosophy varies, as many different groups survive in isolation after the diaspora resulting from destruction of the Garden.

Across many forests of Ra'niah, Rootwalkers have been repeating a tale of how all Rootwalkers came to be, and they have gathered followers among saplings, towering elders and even some of the other species of the land. The tradition goes...

In the beginning was the Maple, the source of Life. Maple provided a nurturing environment with earth and water, and gave life to the world. As new creations entered the world Maple cared for them and brought forth life.

As Maple came about so too did Elm, the opposition and yet the needed complement. While Maple granted life, only Elm could grant the spirits needed for the living things. Elm brought about the first magic, and with it the first ideas of competition. These new trees and other things knew, for the first time, the value of a secret and of keeping it from others. Elm's offspring were prone to divisive fighting and to competition.

Maple and Elm created many trees, and they brought forth their first helpers, Oak and Pine.

The duty of managing the fighting of the trees fell to Oak, who kept the wars organized and created truly heroic trees amidst the battles. Oak fought for Maple and Elm when any would challenge their authority, and grew to be a very rough and gnarly tree.

When Pine was grown it was the tallest of the trees, and never mixed well with the others. Pine always moved, always traveling, and had few friends. Despite this Pine was very good at claiming its own territory, and the groups of pines became insular and often destructive. The duty of cleaning up after battle and renewing the earth and the wild fell to Pine, who used fire as the chief instrument for this. While this won Pine no friends among the other great Trees it proved a most effective way to cleanse the broken landscape and make way for new life.

After much conflict between the dutiful Oak and the unpredictable Pine, Maple and Elm created the Birch and the Hickory.

Hickory was made to protect the lesser trees from Pine's burning destruction and give them room to grow. Hickory provided obscurity to the smaller plants so they could flourish out of sight of the great and greedy trees, and gave strength to the beasts to roam freely across the land. Hickory's duty was to shepherd the weak until they became strong and to counter the constant struggles provoked by Pine, Elm and Oak.

Birch elevated Rootwalker culture by giving the first air of beauty and art to the trees. From Birch came the first of the fey, ephemeral and enigmatic as the Birch. All plants under the Birch flourished as the faeries flickered about and collected knowledge amid the first books. While Hickory hid beasts to keep them safe Birch brought forth silvery light upon the land to let all see what could be learned and what grace could be enjoyed.

After the six great Trees came the lesser races, made by Maple and Elm. Maple nurtured the Falo, the Dwarves and the Humans, those in touch with the earth and springing with life. Elm adopted the Hothai, the Nar and the Pech, showing them the ways of secret magics and trickery. Oak led the Orcs, Goblins and Ogres into courageous battle, seeking always to find the greatest heroes and keep the stories of the most tragic deaths. Pine inspired the Drakes and the Dragons, kith and kin of fire. Some say the Chithrau were brought forth from Pine's coaxing as well. Pine has always encouraged travelers and looked after those that bring renewal through upheaval, even through fire. Hickory became mentor to all beasts and animals, giving them protection from the trees and strength to eat plants. Centaurs gained great strength under Hickory's guidance and the Unborn are said to have come from the greatest fusion of metal and wood in all creation. Under Birch are the Chimai, the Elves and all kinds of Fey, basking in the flickering light and natural beauty so loved by Birch.


Rootwalker priests receive guidance from one of these six great trees, and claim lineage back to one of them as their divine connection. Teachings vary, but the oral tradition is strong and stories of artifacts of immense size and power permeate the myths surrounding the early days of the Six Great Trees.

Divine TreePathsRacesSkillsRitual Weapon
MapleWater, Earth, Fortune, Good, LifeFalo, Dwarves, HumansBlend, Disguise, Haggle, SearchMancatcher/rake
ElmSpirits, Secrets, Evil, Magic, DeceitHothai, Nar, PechBluff, Disguise, Prestidigitation, SneakMain Gauche
OakWar, Order, Curses, Death, HeroismOrcs, Goblins, OgresAthletics, Crafting, Search, TacticsScythe
PineWilderness, Travel, Chaos, Destruction, FireDrake, Dragons, ChithrauAcrobatics, Disguise, Ride, SurvivalBroad Axe
HickoryProtection, Strength, Metal, Darkness, BeastsUnborn, Centaurs, BeastsAcrobatics, Athletics, Sneak, SurvivalBoar Spear
BirchAir, Beauty, Knowledge, Light, NatureElves, Fey, ChimaiBlend, Bluff, Search, SurvivalBola

The White Trees

Perhaps the most important survivors of the Garden's destruction are the White Trees. The White Grove was considered the holiest site in the Garden, for therein dwelt a set of trees, one of every species. These were no ordinary trees, however, for their entire being, bark and leaf alike, was pure white. The White Trees were intelligent creatures of mighty antiquity, and were consulted by the Rootwalkers of the garden for advice on matters considered critical to the Garden and its inhabitants.

When the Garden was destroyed, the White Trees hurried to ensure their survival, gifting to their attendants cuttings with which they could be transplanted to other worlds. These cuttings were carried into the rest of the worlds, and planted far and wide--it was considered imperative that the entire population of White Trees not be concentrated (and thus collectively vulnerable) ever again. Growing with miraculous speed, these cuttings now stand as venerable elders of their respective regions.

Today the White Trees form a sort of network, their consciousnesses reaching across the void in communion and communication. They are not Rootwalkers themselves--they are something older and more mysterious, their minds hearkening back to the dim days of early creation. Rootwalker enclaves on one world can communicate with other enclaves on other worlds via the White Trees, though such direct communcation is reserved for times of need rather than convenience. Some White Trees are widely known--the White Aspen stands in the holiest grove of the Abhainn nations, and has allowed itself to be be partially shaped, creating the Abhainn's Aspen Throne from its living flesh. Others have chosen to remain hidden, known only to a few.

Wherever they are, the White Trees wait and watch, alerting nearby rootwalkers (and other allies) to forces that would threaten the land. They communicate through words projected into a recipient's mind rather than direct speech, and more than one traveler has been surprised (and a little frightened) to be warned of danger by a nearby White Tree.

Playing a Rootwalker Hero

Rootwalkers in the Wyrmstone campaign have an effectively unlimited lifespan, but the older the rootwalker the more likely they are to settle into static groves and abandon the wider worlds in favor of tending their self-claimed garden. This general passivity along the oldest rootwalkers meant that most of them died in the destruction of Qu'ulsis, either because they were too insular to notice something was wrong, or because they sacrificed themselves getting cuttings and seedlings away from the world rather than looking to their own safety.

This general lack of "ancient" rootwalkers means that rootwalker Heroes in Wyrmstone come from among the younger generations--no more than a century old. Keep this in mind when creating your character. Older rootwalkers exist, certainly, but only the younger rootwalkers wander in a way befitting an adventurer.

 
   

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