Session 4 - Gifts and Guidance
Speaking through the boy they found in the Cypt, The Light—the sentient lichen—revealed itself fully and gifted the party a set of palm stones, each bearing a distinct boon. These gifts marked recognition, trust, and intent: The Light had chosen the party as agents rather than mere witnesses.
The group observed lantern beetles glowing in the root-bound hallway. Thalyn recalled Maelin’s teaching: they glow only when near a truth. It became clear that The Light possesses memory, intention, and misgivings about the Witherwild. The boys’ descent was likely no accident; they had been called, drawn by The Light’s song to bring the party into this place and place a burden of action upon them.
Seeking answers, the party performed a shared ritual to commune with the deeper root network. Guided by Thalyn’s rootsinging, they established contact with Organtia, the ancient root entity that underlies and supports the ruin. Organtia answered not in words, but in images and emotion.
Organtia revealed that it is not hostile to the Witherwild, and that the Witherwild itself is not the true source of corruption. The Maiming of Nikta was not the cause—though the loss of her Reaping Eye allowed unchecked sowing to spread. The true source was named as the Deep One, a Faint Divinity worshipped by hidden and esoteric groups who exploit that imbalance.
When the party asked how the damage might be undone, Organtia shared a vision: a white-haired elvish woman in a black veil, accompanied by a white raven bearing the heraldic mark of the Fanewraith. A figure of deep contradiction in folklore, the Fanewraith is said by some to have aided the Havenite archmage Phylax in maiming Nikta, and by others to have defended Wicklings and delivered The Lady’s Veil to those suffering from Serpent Sickness. Though not recognized as a divinity, she is rumored to intervene in conflicts between them.
Before the communion ended, the second brother emerged from the depths, unharmed. Organtia warned the party that greater danger lies ahead, and that once they pass deeper, there will be no return. An escape route was secured for the boys, and Luigi and Malgi escorted them safely back to the surface.
Boons from the Lichen Entity:
- Xiacalat – Quartz: Once per per session, add advantage or disadvantage to any action roll, before or after the roll.
- Thalyn – Citrine: Once per session, spend one Hope to clear one stress or give an ally a Hope.
- Torbin – Selenite: Once per session, spend one Hope to clear one stress.
- Saib – Pyrite: Once per session, spend one Hope to clear one armor slot.