Specie: Leshy
Leshies are primal spirits woven into animated plant bodies, shaped by magic, nature, or ancient will. They awaken with very faint memories and a purpose they rarely understand at first — to protect, to wander, to grow. Each Leshy’s form is tied to a specific type of flora, from thorned vines to cute flowers, and their appearance can range from whimsical to haunting, depending of the spirit itself, as they tend to manifest into plant corresponding to their nature.
Specie overview

Physiology : Leshies are small, living constructs of bark, leaves or roots animated by a nature spirit. No two look alike — some resemble walking trees, others sprouting bushes, vines, or blooming flowers. Though often no taller than a child, their form is unnervingly alien.
Deameanor : Curious, cautious, or cryptic, Leshies can be lighthearted or solemn depending on their root nature. Some act with childlike wonder; others with an ageless wisdom. Many speak in metaphors or natural imagery, and a few forget how to interact with mortals altogether.
Outlook : Leshies often speak of balance, cycles, and roots — values drawn from the flora that shapes them.
History : No Leshy is truly born. They are called forth where the lands is hightly infused with natural psy — by druids, spirits, or the wild itself — when nature demands a guardian or an observer. Some were formed recently; others have wandered for centuries. Though strongly tied to psy, they do not serve it. Their loyalty lies with life itself — especially the silent, green kind.
Adventurers : Some Leshies adventure to protect nature from growing threats, others to better understand the strange races that tread so heavily upon it. A few simply follow the wind — wherever it leads.
Typical Name : Leshies rarely use traditional names. Instead, they adopt titles tied to their plant type, deed, or role.
Examples: Brambleshade, Dewroot, Flickerfern, Moss-Quiet, Sapbite, Thorn-of-Morn, Gloomsprout.
(Reference: fantasynamegenerators.com/leshy-names.php)
Deameanor : Curious, cautious, or cryptic, Leshies can be lighthearted or solemn depending on their root nature. Some act with childlike wonder; others with an ageless wisdom. Many speak in metaphors or natural imagery, and a few forget how to interact with mortals altogether.
Outlook : Leshies often speak of balance, cycles, and roots — values drawn from the flora that shapes them.
History : No Leshy is truly born. They are called forth where the lands is hightly infused with natural psy — by druids, spirits, or the wild itself — when nature demands a guardian or an observer. Some were formed recently; others have wandered for centuries. Though strongly tied to psy, they do not serve it. Their loyalty lies with life itself — especially the silent, green kind.
Adventurers : Some Leshies adventure to protect nature from growing threats, others to better understand the strange races that tread so heavily upon it. A few simply follow the wind — wherever it leads.
Typical Name : Leshies rarely use traditional names. Instead, they adopt titles tied to their plant type, deed, or role.
Examples: Brambleshade, Dewroot, Flickerfern, Moss-Quiet, Sapbite, Thorn-of-Morn, Gloomsprout.
(Reference: fantasynamegenerators.com/leshy-names.php)
Size & Abilities
Size : Small Innate abilities : You start with the following abilities.- Speak with Nature
When you aquire this Ability, you must choose one of those 2 effects : Speak with Plants :
The rustle of leaves, the creak of branches, the sway of grass — to you, these are whispers in a language older than words.You learn the following spell :Spirit Bond :- Speak with Plants (Divination - Rank 1).
You have a strong bond with an existing nature spirit, that you probably forged long ago in a previous life as another Leshy.Choose a plant Companion (Pet) that embodies the spirit you’re bonded with, then define its stats (see below).- You share an unbreakable Social bond with it.
As an Action (no roll required), you may Summon it beside you or Unsummon it from anywhere. Number of uses :- Unlimited.
- Hearts : Regained when you sleep (no healing or recovery between Fights).
- On Injury : Disappears, can’t resummon until you sleep.
- Size: Medium size
- Speed: Average (or Slow to gain 4 Defense Rating).
- Hearts Total: Your Psy Total - your Hearts Total.
- Psy: None, but its Hearts are also treated as Psy.
- Attack Bonus: Your current Lvl.
- Defense Rating: 12 (16 if Slow (Speed)).
- Aptitudes: 4 points in all, then distribute 15 points freely (cannot exceed 11).
- Weapons: Choose one Weapon type suited to your Companion body.
- Vulnerable: Fire Damage.
- Trainable during Training your companions (Downtime), but can't gain Armor proficiency.
- Verdant Vessel
Your body is made of bark, leaf, and root — a living shell shaped by the wilds. You feel the pulse of psy through every stem.
- You always have 1 fewer Hearts Total, but 2 more Psy than indicated by your Class/Lvl.
- You regain 1 more Psy every time you sleep.
- You are Vulnerable to Fire Damage.
- Other Consumables give effects but don’t prevent Starved (Ailment).
- Photosynthetic Rest
Sunlight warms your frame and stirs your spirit. You don’t sleep — you simply grow.
- You still get all the benefit of sleeping, without having to sleep.
- When you Journey (Camp), you can do a Downtime Activity without suffering Ailment (Fatigued).
- Instead of Downtime (Sleep all day), you Downtime (Meditate) and remove all Ailment (Fatigued).
- After a day spent in nature (outside a Settlement) under the sun, you have 50% chance to remove an Injury that require Treatment.
- You still get all the benefit of sleeping, without having to sleep.
- Rooted Memory
You carry ancient impressions from your time roaming the nature as a free spirit. Memories not quite yours still guide your instincts.
- Once per game session, recall a detail about a natural location, plant, or magical anomaly — even if you’ve never seen it before.




