The most common varieties of goblin fruit are the healing fruits, followed by the glamour fruits. Most of the time if you find a fruit you don't recognize in the hedge, it's going to be one of these. There are a few common breeds listed among the goblin fruit below (with bonuses to searching for them at specific times) but that doesn't mean they're the only ones you can find. Countless other varieties exist and can be found scattered about the Hedge.
These fruit are considered Challenge Rating: 0 All a player need to is go out into the hedge and make a foraging roll (wits + survival + bonuses) and gain a number of health (1l or 2b) or glamour per success. Each roll represents about a half an hour of your time and are common enough that the danger involved is negligible. (Disclaimer: This may change depending on plot-fu and staff whim)
Challenge Rating: This rating marks a certain level of difficulty involved in obtaining each goblin fruit in the hedge. This can be an indicator of how difficult a certain fruit is to find, the terrain it is located in, or even the fact that some fruit may be guarded by deadly and dangerous creatures (See Hera Pear). Some fruit may be located underwater, some up high cliffs, others may be simply very rare indeed. This is not a modifier to the foraging roll (though st's may wish to add one to represent certain difficulties) but a measure of difficulty in obtaining that which you desire. The rating is between 1 and 5. 1 being the more common variety of fruits, and 5 being the more difficult and potentially deadly to obtain (See hera pear again). All fruit outside of basic healing and glamour fruits require a PRP, with some level of difficulty, even if it is small.
Countless varieties of healing fruit exist; they're by far the most common type of goblin fruit. All types heal 1 lethal or 2 bashing damage when consumed; the character eating the fruit subconsciously chooses which. A few common varieties are listed below, but players and STs are encouraged to come up with their own varieties to discover in the Hedge, following the guidelines for custom goblin fruit.
Blushberry (C:tL 223) - Common
Only grows wild in the spring, but +1 to foraging rolls to find it during that time. Requires a gardener with Spring Mantle to cultivate out-of-season.
Large pink cherries with blood-red juice.
Dream-a-Drupe (C:tL 223) - Common
Only grows wild in the summer, but +1 to foraging rolls to find it during that time. Requires a gardener with Summer Mantle to cultivate out-of-season.
Purple nectarines. Mildly intoxicating, but not enough to get drunk from.
Ertwen (C:tL 223) - Common
Only grows wild in the autumn, but +1 to foraging rolls to find it during that time. Requires a gardener with Autumn Mantle to cultivate out-of-season.
Pods each containing about half-a-dozen large, mealy peas.
Murmurleaf (C:tL 223) - Common
Only grows wild in the winter, but +1 to foraging rolls to find it during that time. Requires a gardener with Winter Mantle to cultivate out-of-season.
Pale, delicate flowers with curled leaves. Best if made into a mild tea, but can be consumed whole.
| Glamour Fruit
The second most common variety of goblin fruit, nearly as abundant and varied as the healing fruit described above. Glamour fruit restore a single point of glamour each when consumed. Again, common varieties are listed here but as with healing fruit, creating new varieties is encouraged as long as they're appropriate to the guidelines for custom goblin fruit.
Veinbloom (homebrew) - Common
Only found wild during dawn and day, disappearing from the hedge when the sun starts to set. +1 to foraging rolls to find them during times they're available. Cultivated veinblooms wither away if picked during the night by someone without Dawn Mantle.
Roses with deep red petals. Sour blood-red sap inside the stem contains the glamour.
Shadowcap (homebrew) - Common
Only found wild during dusk and night, disappearing from the hedge when the sun starts to rise. +1 to foraging rolls to find them during times they're available. Cultivated shadowcaps crumble to dust if picked during the day by someone without Dusk Mantle.
Tiny dark blue mushrooms found in small clusters or fairy rings. Nearly flavorless, they cause a faint tingling numbness in the mouth when eaten.
Electroberry (homebrew) - Common
These berry bushes tend to grow around large deposits of metal or in areas where lightning storms are common. Because they have a small electrical charge, they're easier to find at night than during the day, and especially after a lightning storm. Picking them causes 1B unless the player has protection against Electricity. Eating them is safe and restores 1 Glamour, but they give the same sensation as licking a 9v battery.
Snowberries (homebrew) - Common
Snowberries can only be found with frost flowers in the winter season, though someone with a Winter Mantle can coax them into blooming year-round in a garden plot.
Frost flowers are wispy white bulbs formed from ice. The snowberries tucked inside the bulb are bright red and quite tart.
Rose de Terror (homebrew) - Common
A black rose whose rich petals shine with hints of deep blues and glossy black thorns line the dark stems. The taste is sour and inflicts chills down the spine when consumed. If more than one is consumed at a time then the user suffers paranoia for the scene. It can be found growing in fields under the moons light, or at the bases of old trees. It likes the dark and cool environments. It flourishes during Autumn, but those with Autumn mantle can grow it year round. It may appear similar to another black rose, with red tints instead of blue. The other rose is poisonous if consumed.
- Jennystones: – The hard seeds of a bush, incredibly bitter to the taste. Their smell is so foul and so pervasive that anyone capable of smelling within a five-yard diameter is subjected to a -1 penalty. (Changeling: the Lost, p. 224) (CR:1, common)
- Stabapple: – The thorns of the stabapple tree are as long as a man’s forearm and hard as bone. A stabapple thorn can be used as a dagger (Size 1) with a damage of 1L. (Changeling: the Lost, p. 224)(CR:1, common)
- Tovil's Ooze: – In the frigid reaches of the hedge, holes sometimes open in the ground filled with a thick, sticky substance. When smeared on something or someone or something, it forms a protective barrier for a week that grants +2 to the Durability of the object or +2 to the Armor of the person, appearing as mud to mortal eyes. Once applied, it cannot be removed except by being burned away, but after a week it falls off of its own volition, taking a layer of skin with it or damaging the object in the process (2 structural damage to items, 1 lethal to creatures). (Rites of Spring, p. 132) CR:2, common but only in very cold regions. Local only in mountain tops)
- Widowroot – Marked above-ground by a single small seven-petaled blue flower with long, drooping leaves, the the hard, tangled football-sized rootball of a Widowroot lies two or three feet below the surface. When an entire root is chopped and smoked, it leaks a small quantity of amber-hued sap that can be applied to a bladed weapon or projectile. When the sap enters the bloodstream of a target, it erodes its victim’s sense of conviction, causing the target to lose 2 points of Willpower immediately. No one target can be affected by Widowroot sap more than once per day. (Night Horrors: Grim Fears, p. 127) (CR:1, common)
- Gallowsroot: – Ropy vine that grows on low, rambling bushes, the ends of the vine shaped into nooses. When a noose is slipped over the head of a target, it immediately constricts like a Strength 3 garrote wielding attacker for three turns. (Changeling: the Lost, p. 224)(CR:2, uncommon)
- Headgourd: – Growing in temperate regions of the hedge, the headgourd grows attached to what seems like a naturally occurring scarecrow of vines and leaves attached to a cross, with the large green and 8e8e8e streaked head. Harvesting the headgourd and cracking it open reveals a soft, brain-like fruit inside that smells like pungent cheese and, while technically edible, is more commonly smeared over a changeling's body, making them harder to hit (+1 to Defense) for one hour. Not surprisingly, while covered in headgourd brain, the changeling suffers -2 to all Social rolls. (Winter Masques, p. 112)(CR:2, uncommon)
- Vermsap: – Occasionally to be found dripping from almost any kind of tree in forested regions of the hedge, a dime-sized bit of vermsap when placed on the skin of either a changeling or human attracts all manner of harmless vermin (roaches, ants, mice, rats, etc) which swarm around their target for up to an hour after the sap is removed, causing -2 to all Social rolls and -1 to both Initiative and Defense. If the target does not remove the vermsap, the effect remains indefinitely. (Winter Masques, p. 112)(CR:2, uncommon)
- Walking Gertrude: – An extremely strange plant, the Walking Gertrude is like a massive insect-like creature made of cane capable of relocating itself, albeit slowly and seemingly without much sentience or awareness of its surroundings. Breaking off a stalk of the Walking Gertrude, a Lost may harvest the powdery residue within. This powder, sprinkled into a target's shoes, causes them to have their speed halved while wearing the shoes, which cannot be cleaned out. (Rites of Spring, p. 132) (CR:2, uncommon)
- Bottlevoice: – This rare oddment appears as an old bottle stopped with a cork in areas of the hedge near the sea. When a Lost uncorks the bottle and breathes in the air inside, which escapes with the sound of a sigh or a groan, they may choose a mental skill to modify by +3 for the remainder of the scene. (Winter Masques, p. 114)(CR:3, rare)
- Hog Eye ("Claviger Sedge"): – A reed with a knobby end, it grows in bogs in the hedge. A broken hog eye reed can function as a single-use lockpick, granting +5 to a lockpicking roll (instant or extended) before splitting into useless bits (Winter Masques, p. 111)(CR:3, rare)
- Promise Leaves: – Rather than being their own variety of plant, promise leaves can occur on any other kind of hedge plant, always appearing as a larger version of the plant's normal foliage with a papery texture. If crumpled into dust which is carried away on the wind while the changeling is invoking a contract, they can be used to extend the duration of said contract. (Changeling: the Lost, p. 224)(CR:3, rare)
- Scarthistle: – The thorns of this milky-white, black flowered thistle can be used to tattoo oneself. This tattoo is visible to other lost, and perhaps all other supernatural beings, the tattoo first appearing pale but gradually filling in with the colors of the changelings choosing. Tied to a Social Skill, once completed the changeling may spend a point of Glamour to increase said Skill for the month-long period it takes the tattoo to fade. A character may only have one such tattoo at any time. (Rites of Spring, p. 132)(CR:3, rare)
- Hoarflakes: – Found in high, mountainous regions of the hedge, hoarflakes are thin, papery stones which literally look like snowflakes and are about the size of a normal human hand. Crumbling a hoarflake and dousing oneself in the dust grants the Windwing blessing to the Lost for one hour, allowing the changeling to spend a point of Glamour to glide on the wind at his normal speed rating for up to a minute per dot of Wyrd, additionally, during this time they take only one point of bashing damage for every 15 yards fallen and only take lethal damage if they fall more than 150 yards. (Winter Masques, p. 114)(CR:4, epic) Approved PRP Only
| Goblin Fruit
- Coralscalp: - Harvested from under the waves where the Hedge and the ocean meet, coralscalp resembles kelp from a distance. Only close inspection reveals it to be made up of long, fine, hair-like fibers. When dried and smoked, coralscalp bolsters a changeling’s sense of self for the remainder of the scene; she gains a bonus die on perception rolls and rolls to avoid losing Clarity. Afterwards, however, the character experiences mild hallucinations, suffering a -2 penalty to all perception rolls for the following scene. (Goblin Markets, p. 21) (CR:2, common, but located underwater)
- Jarmyn Fruit: – Eliminates dice pool penalties for actions taken during periods of extended wakefulness. Each dose causes the changeling to sleep for a full day after the effects wear off, to a maximum of 7 days. (Changeling: the Lost, p. 223)(CR:1, common)
- Jennyapples: – Twisted, dark-spotted fruits which grow from a large shrub. When the skin is pierced, it reveals a jennystone inside and confers the same -1 penalty to all within smelling distance. If eaten, it causes -3 to all dice pools for the rest of the day. (Rites of Spring, p. 131) (CR:1, common)
- Nightcap: – Makes a character extremely lethargic, cutting their speed in half until they can achieve 4 successes on an extended Stamina + Resolve roll. Requires a successful Intelligence + Survival or Occult roll to differentiate from Buglewort. (Changeling: the Lost, p. 223) (CR:1, common)
- Slumberberries: – These small, dark green berries are extremely sour, growing on parasitic vines in clumps of 5 or 6. Eaten raw, they cause drowsiness. If the Changeling was sleepy to begin with, they will fall into a deep, dreamless sleep. Boiled, however, they produce a tea that will cause horrible, vivid nightmares often involving torture or other grievous physical harm. (Night Horrors: Grim Fears, p. 20)(CR:2, common)
- Trenchmint: – This cross-breed of coupnettle and pitmoss is a highly invasive, rapidly spreading weed which appears as a delicate-stemmed plant with curling violet leaves. Walking through it releases a sharp, minty odor which will cost the Changeling a point of willpower but will grant him +3 to whatever mental skill the Lost was thinking about at the time, or a random mental skill of the ST's choosing for a scene. When the effects of the trenchmint wear off, the character is lethargic and suffers -1 to all Physical rolls for the next day, -2 if the character’s Vice is Sloth. (Rites of Spring, p. 131)(CR:1, common)
- Bloodbane: – A pale yellow lichen that tends to grow in damp conditions, it can be dried and ground and then mixed in with other foods. Bloodbane prevents the blood from clotting as it should, a single dose causing stomach cramps or minor internal bleeding for 24 hours. Consumed more than once, it prevents bone marrow from producing new blood and will cause massive internal hemorrhaging. In game terms, one dose of bloodbane is Toxicity 3, but any subsequent doses taking for the next month increase to Toxicity 6. (Night Horrors: Grim Fears, p. 20) (-1 dice modifier, common)
- Flower-Of-One-Hour ("Tiger Mallow"): – Appearing in hot, humid areas of the hedge, this tropical-looking flower looks first like a thistle before unfolding into a black, trumpet-shaped bloom with a fiery 8e8e8e center. It blooms for only one hour each day, but not on any sort of a predictable schedule. Those with at least one point in Summer Mantle may brew it into a tea during its blooming time that has a fiery quality that makes the skin feel sunburnt and inflames passions and, when drunk, allows the character to shift dots of Resolve to either Strength or Stamina for the duration of the hour. If more than two points are moved in this fashion, she burns out afterwards, feeling drained and suffering -3 to all rolls until she has slept for 8 full hours. If drunk after the hour has passed, it has a chilling effect and tastes of anise. (Lords of Summer, p. 52) (CR:3, common but not local)
- Fugespores: – These brown spores grow on the briars of the hedge and when ingested they grow inside the intestines, pushing through internal walls and releasing toxins into the blood. Over time, the target develops hallucinations and/or dizzy spells. The fungus is capable of spreading into the body, and if it takes root in the brain it will destroy the character's memories and leave him in a fugue state, sometimes leading to a coma or permanent brain damage. Toxicity 5. (Night Horrors: Grim Fears, p. 20) (CR: 3, common but dangerous if not handled properly, damned spores!)
- Serpent Gourd: – A long gourd with a shiny black exterior, serpent gourd grows high up on tangled, woody vines spiked with cruel thorns as long as a man's finger and is thus extremely difficult to harvest. When split open, its white flesh comes apart in ropy-strands. If boiled with a fistful of its own thorns, then strained, it produces a clear, syrupy fluid with a bitter taste which affords the changeling +1 to all oneiromancy and oneiromachy rolls. (Night Horrors: Grim Fears, p. 127) (CR:3, common but high up and difficult to harvest)
- Amaranthine: – like a small red eggplant. Heals a single point of aggravated damage per scene (Changeling: the Lost, p. 223)(CR:2, uncommon)
- Chu Chu Clum: – Growing in grassland areas of the hedge, the stalks of this bamboo-like grass are filled with a blood-red liquid that tastes of sour limes. Potently intoxicating, a half a teaspoon is enough to cause extreme intoxication, making the changeling happily drunk. For the next hour the Lost gains +2 to Social rolls, but -2 to Dexterity, Wits and Intelligence. (Winter Masques, p. 113) (CR:3, uncommon and must find grasslands, not just a clearing)
- Cousin's Trumpet: – A scentless, yellow, trumpet-shaped flower growing in jungle-like areas of the Hedge, when steeped as a tea in the human world it has a potent hallucinogenic effect. Any Lost who partakes of such tea experiences powerful hallucinations that extend to most all the senses for an hour, generally (but not always) feeling euphoric and one with universe, during which he is subject to -3 to all pools; when the effect ends, he recovers a point of Willpower. Consuming the tea within the Hedge does not cause hallucinations, but instead increases her psychoactive control of the hedge, effectively adding +2 to her Wyrd score but only for the purposes of shaping the Hedge. (Winter Masques, p. 114) (CR:4, uncommon and not local)
- Damp-Amp: – These are peculiar purple fruits, rather reminiscent of eggplant, but somewhat softer and squishier. It smells musky but sweet. When eaten, it provides +1 die to all Athletics rolls for a scene. (Source Unknown) (CR:2, uncommon)
- Jarmyn Leaves: – A stimulant that adds 3 bonus dice to rolls allowing the character to stay awake. Each dose causes the changeling to sleep for a full day after the effects wear off, to a maximum of 7 days. (Changeling: the Lost, p. 223)(CR:2, uncommon)
- Fear Gortach ("Hungry Grass"): – Makes the person who consumes it famished. A character who has eaten Fear Goratch in the past must succeed on a Wits + Composure roll when encountering it again to avoid gorging on it. Character’s who have the Gluttony vice get a -3 modifier to this roll. (Changeling: the Lost, p. 223) (CR:2-4, uncommon and potentially addicting)
- Judas Yew Berries: – Growing in hedge deserts, the small red berries of the Judas Yew tree are poisonous, causing a single point of lethal damage which cannot be avoided, but allow the changeling consuming them to go three times as long without food or drink with no further ill effect. (Winter Masques, p. 111)(CR:4, uncommon and not local)
- Nevernip: – A hybrid of blushberries and Fear Gortach and appearing as purple berries, they heal but cause the same insatiable hunger for them that Hungry Grass does. A character who has eaten Nevernip in the past must succeed on a Wits + Composure roll when encountering it again to avoid gorging on it. Characters who have the Gluttony vice get a -3 modifier to this roll. (Rites of Spring, p. 131)(CR:2-4, uncommon and potentially addicting)
- Pitt Moss: – Resembles rubbed sage and has a pungent taste. When consumed in large quantities, it causes an overwhelming ennui. When consumed fresh from the field, it subtracts a point of willpower from the target and prevents him from spending any further willpower for the remainder of the scene. (Changeling: the Lost, p. 224)(CR:2, uncommon)
- Whisper Willow: – A grass-like plant that produces tufted white stalks. The stalks, when slit open so that the runny sap within can be licked up, taste bitter like alum and give the changeling an unpleasant cottonmouth-like feeling. Once consumed, the next person the changeling kisses (or touches lips to) will hear the changeling's whispered thoughts inside their head, but the changeling is rendered entirely mute. The effects last for one scene. (Original)(CR:2, uncommon)
- Fishtail Thistle: This only growing in strange hedge lakes. The reeds, once eaten, fill the user's lungs with a form of liquid that pushes out the rest of their air and blocks any water from entering the lungs. The strange oil, once dispersed through the lungs through ingestion of this Hedge Fruit, prevents any water from getting into the lungs, and will allow one to breathe underwater for up to thirty minutes per piece of fishtail thistle she eats. While the user's lungs are filled with this substance, she has a hard time existing outside of water; being exposed to true air makes the eater Fatigued (see "Fatigue," World of Darkness Core, pg. 179). (Custom) (CR: 3, uncommon, underwater, dangerous to obtain)
- Cocorange: - These massive seeds are about the same size and shape as a football, with a hard outer shell. They grow in tropical and subtropical climes and contain pulpy, fibrous, citrus flesh that can be eaten raw, squeezed for its juice or cooked. When consumed, it produces a mild intoxication, equivalent to about one shot of liquor. (Goblin Markets, p. 21) (CR:4, Uncommon and not local).
- Babel Gum: – A lichen-like growth in urban areas of the hedge, babel gum tastes of anise and has the texture of a dried-out marshmallow. Chewing on babel gum prevents the character from reading or making heads or tails of any written word, but allows them to understand any language spoken around them. The effects last for one scene. (Winter Masques, p. 113) (CR:3, rare)
- Bloodapple: – Shaped like a slightly distorted apple of deep crimson splotched with reddish-purple, its tough skin hides cloyingly sweet, juicy flesh the color of fresh blood with a tight, pit-like cluster of seeds at its center. Consuming a bloodapple changes one point of aggravated damage to lethal damage, though a changeling may only benefit from this once per scene. (Night Horrors: Grim Fears, p. 127) (CR:3, rare)
- Ghoul's Shroud: – A lacy grey moss that grows from rocky fissures and falls in hanging curtains, when consumed raw, if a changeling can manage to consume the tough, painfully tangy moss, it allows the changeling to ignore the effects of any poison of toxicity less than 4 for a scene. While thus protected, the Changeling's eyes leak tears and she is possessed of an unquenchable thirst. When dried, ground and mixed with water, it makes a bland but sustaining gruel. (Night Horrors: Grim Fears, p. 127) (CR:3, rare)
- Coupnettle: – A delicate leafy plant often made into tea with a bitter, minty taste. It restores a single point of Willpower per scene. Each additional plant consumed in a 24 hour period restores another Willpower point, but adds a -1 penalty to Composure rolls. (Changeling: the Lost, p. 223) (CR:3, rare)
- Brumebulb: – Appearing as a small, onion-like plant with a sour taste, it requires a successful Wits + Investigation roll to find the delicate curled green leaves that indicate where to dig, often at a -3 penalty, as it likes to grow beneath heavy grasses and other brush. If one can manage to find it and get it down (Resolve + Composure roll), the Lost turns to vapor and is blown from the hedge by a soft breeze, reforming within a mile or two of where they originally entered the Hedge. At that point, they painfully and violently vomit up the brumebulb, suffering 2 points of bashing damage. (Rites of Spring, p. 131) (CR:3, rare)
- Buglewort: – Makes a character extremely alert (and possibly irritable), adding 4 to his Initiative for the duration of the scene. It requires a successful Intelligence + Survival or Occult roll to differentiate from Nightcap. (Changeling: the Lost, p. 223) (CR:3, rare)
- Hidefruit: – As small as a pomegranate seed, these tiny red fruits which grow on rare vines mixed in with the thorns of the hedge hide a drop of molasses-like fluid at their center. When consumed, they will hide a Changeling from the Gentry entirely, making their eyes slide right over them as if they were not even there. The Gentry may attempt to track the Changeling with a Wits + Composure roll, but do so at a -5 penalty so long as the Changeling remains under the effects of a Hidefruit. The effect lasts for a number of minutes equal to the changeling’s Wits + Resolve. (Autumn Nightmares, p. 59)(CR:3, rare)
- Wyrmthumb: – A black fig-like fruit with a distressingly fleshy quality that is favored by True Fae and filled with a sickeningly sweet sticky sap. At its center is a cluster of squirming white maggot-like creatures with clicking little black mandibles, which if consumed, confers great flexibility to the Lost and +5 dice to escape bonds of any kind and also gives +1 Glamour. (Rites of Spring, p. 131) (CR:3, rare)
- Dactyl: – These, oily, juicy fruits resemble dates and prosper in arid environments. When consumed, a dactyl makes the imbiber seem new and exciting to everyone she interacts with, granting the 9-Again rule on social rolls for the remainder of the scene. Dactyl, unfortunately, are notoriously foul; eating one requires a Resolve + Stamina roll, and keeping it (and anything else recently eaten) down at the end of the scene requires a second. (Goblin Markets, p. 21) (CR:4, rare and not local)
Legendary & Epic:
- Hera Pear: – Hera Pears appear much like their real-world counterparts, only utterly perfect with perfect, #b32562en green skin. Anyone consuming the pear may choose to be entirely healed off ANY one disease (though derangements cannot be healed this way). However, the Hera Pear tree only grows in the very center of the hedge, deep within the thorns, and is always guarded by a powerful hobgoblin of some sort which must be bested before the fruit can be plucked. (Rites of Spring, p. 131) (CR:5, Rare as balls and you will probably be eaten) Approved PRP Only.
- Wineberry Blush: – Very tart berries. Wine fermented from them is believed by some hobgoblins to be able to absolve sins. If a changeling drinks a draught of the wineberry blush within 24 hours of having degenerated with a derangement gained as a result, the goblin wine will cause the new derangement to fade immediately, offering a slightly clearer head about one's decisions and perceptions. (Dancers in the Dusk p. 91)(CR:4 Super Rare)