Changeling/Goblin Fruit/List

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Title-Goblinfruit-01.png

Summary

All fruits on this page are also accessible from inside the game, via the +hedgefruit <name> command.


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. The sections below list a number of common healing/glamour fruit varietals, but there are many, many more, in an infinite array of possibilities. Mechanically, these most common fruits will fit one of the two standards below:

  • Standard Healing: a single fruit heals either 1L OR 2B
  • Standard Glamour: a single fruit gives 2 Glamour when reaped instead of 1

If you are interested in creating a brand new fruit with new mechanics, please submit your request to Changeling staff and include the following:

  • Fruit Name
  • Fruit Description
  • Plant Description
  • Fruit Power(s)
  • Favored Location(s)
  • Favored Fertilizer (optional)
  • Intended Rarity

Staff will work with you to ensure that the fruit is not unbalanced.

Healing Fruit

Seasonal Fruits

The following fruits only grow wild at certain times of year. As time is flexible in the Hedge, and seasons can change the deeper in/closer to Arcadia and various Keepers' Domains you get, there is "fudge space" available for if you really, really want a particular type of fruit out of season.

xxxxxBlushberry (C:tL 223) - Common
xxxxxOnly 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.
xxxxxLarge pink cherries with blood-red juice.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxDream-a-Drupe (C:tL 223) - Common
xxxxxOnly 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.
xxxxxPurple nectarines. Mildly intoxicating, but not enough to get drunk from.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxMurmurleaf (C:tL 223) - Common
xxxxxOnly 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.
xxxxxPale, delicate flowers with curled leaves. Best if made into a mild tea, but can be consumed whole.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxErtwen (C:tL 223) - Common
xxxxxOnly 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.
xxxxxPods each containing about half-a-dozen large, mealy peas.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

All-Year Fruits

xxxxxAmaranthine (C:tL 223) - Rare
xxxxxHeals 1 Aggravated damage when eaten. No additional effects. Works only once per scene.
xxxxxSmall red eggplant.
xxxxxGarden Plots: 3
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 3

xxxxxBloodapple (NH:GF p.127) - Uncommon
xxxxxThe tough skin hides cloyingly sweet, juicy flesh the color of blood with a tight and pit-like cluster of seeds at its center. Eating it converts 1 Aggravated damage down to Lethal damage instead. The changeling may only benefit from this effect once per scene.
xxxxxA slightly distorted deep crimson apple with reddish-purple splotches and tough skin.
xxxxxGarden Plots: 3
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 3

Glamour Fruit

Court-Affiliated

xxxxxVeinbloom (homebrew) - Common
xxxxxOnly 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.
xxxxxRoses with deep red petals. Sour blood-red sap inside the stem contains the glamour.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxShadowcap (homebrew) - Common
xxxxxOnly 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.
xxxxxTiny dark blue mushrooms found in small clusters or fairy rings. Nearly flavorless, they cause a faint tingling numbness in the mouth when eaten.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxRose de Terror (homebrew) - Common
xxxxxA 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.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxSnowberries (homebrew) - Common
xxxxxSnowberries 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.
xxxxxFrost flowers are wispy white bulbs formed from ice. The snowberries tucked inside the bulb are bright red and quite tart.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

All-Year Fruits

xxxxxAngelfish Flower (HR - Quibble) - Rare
xxxxxThese flowers drift on the winds of the open Hedge, most often harvested on mountaintops or by flailing a net around above treetops. No one is sure just what their parent plant looks like, as no one has ever seen one growing; only the blooms themselves. When dried, they harden into a thin candy-like substance with a sweet and strangely spicy honeyed taste which, when consumed, causes two effects on the consumer: first, and the most common purpose for consuming them, they immediately refill the consumer's entire Glamour pool. Second, the consumer is filled with a rush of sunny, happy warmth and well-being, and must roll a successful Resolve + Composure the first time they sense (see/hear/smell etc.) any other person to resist immediately rushing to help them with anything possible, regardless of whether the other person wants help, or future consequences to themselves (or their own skill levels; helping bake a cake with 0 in Crafts is not going to be helpful, but they will try!). They would gladly help their worst enemy, though anything truly against their moral compass provokes another chance to roll resistance to the compulsion. This is a mental and emotional supernatural compulsion. This effect lasts an hour or the remainder of the scene. If eaten by a non-fae/human, the second effect occurs regardless, and the Glamour only makes the eater giggly. If reaped this fruit gives 5 Glamour points, not the standard 1.
xxxxxNearly flat, white and pink translucent flowers shaped like angel fish.
xxxxxCannot be planted in gardens

xxxxxCatseye Clover (homebrew) - Common
xxxxxIf there is food, this will grow. Point in fact, take a +1 on any cultivation rolls for it. It wants to spread. A lot. The nectar of the flowers is gently tangy-sweet, while the leaves burn with a horseradish-like fire. If an entire salad's worth is consumed raw, the eater gains 2 Glamour.
xxxxxThe flowers look deceptively like white mortal clover, but the leaves have dusty golden patterns resembling feline eyes.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 10

xxxxxElectroberry (homebrew) - Common
xxxxxThese 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.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 10

xxxxxWyrmthumb (RoS p.131) - Uncommon
xxxxxThe black, fig-like fruits have a distressingly fleshy quality and are favored by the True Fae for their sickeningly sweet and sticky sap. At the center of each fruit is a cluster of squirming, maggot-like creatures with little clicking black mandibles which, when eaten, confer great flexibility. The changeling gains +5 to escape bonds of any kind and +1 Glamour. If reaped, this fruit gives 2 Glamour points, not the standard 1.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 6

Oddments

Common

xxxxxWidowroot (NH:GF p.127) - Common
xxxxxWhen 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.
xxxxxMarked 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.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 3

Uncommon

xxxxxGallowsroot (CtL p.224) - Uncommon
xxxxxWhen slipped over the head and around the neck of any living victim, the root immediately constricts like a hangman's rope. It attacks as a Strength 3 combatant wielding a garrote for three turns. See the rules for Strangle Wire in Armory p.35 for how to break free.
xxxxxA ropy vine which grows on low, sprawling bushes, vine-ends shaped like nooses.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 3

xxxxxHeadgourd (WM p.112) - Uncommon
xxxxxHarvesting 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.
xxxxxGrowing 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 gray streaked head.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 1

xxxxxJennystones (CtL p.224) - Uncommon
xxxxxHard, reeking tooth-shaped seeds of the Jennystone bush.
xxxxxThey stink. It's awful. So much worse than skunk. The scent is exuded in a 5-yard diameter, and inflicts a -1 dice pool penalty to anyone with a sense of smell unfortunate enough to be there.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 5

xxxxxPromise Leaves (CtL p.224) - Uncommon
xxxxxEngorged leaves of whichever plant they've attached to or assimilated, with a distinct parchment-like feeling when touched.
xxxxxThese leaves can extend the duration of certain Contracts' effects (such as the Blessing of Perfection clause on CtL p.135). The duration of extension is determined by the clause in question, and typically requires the expenditure of 1 Willpower. To use a leaf, the changeling must crumple it in his hand while invoking its power with the Contract. The leaf dessicates and falls to the ground and blows away in queer faerie winds. NOTE: Once a week, you may use the +hedgefruit/promise command to have the system roll your Wits + Survival for you. If the roll succeeds, a promise leaf will be added to your hedgefruit inventory.
xxxxxCannot be planted in gardens (Use +hedgefruit/promise)

xxxxxStabapple (CtL p.224) - Uncommon
xxxxxBenign boring pinkish fruits, sharp hard thorns.
xxxxxThe fruits have no effect other than being filling, mild and savory. The thorns, however, are hard and sharp as bone, as long as a man's forearm. The thorns may be used as knives. They do 1L and have Size 1.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 5

xxxxxTovil's Ooze (RoS p.132) - Uncommon
xxxxxPower
xxxxxWhen 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).
xxxxxCannot be planted in gardens

xxxxxVermsap (WM p.112) - Uncommon
xxxxxA 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.
xxxxxFlavorless and odorless amber sap, occasionally to be found dripping from almost any kind of tree in forested regions of the hedge.
xxxxxCannot be planted in gardens

xxxxxWalking Gertrude (RoS p.132) - Uncommon
xxxxxBreaking 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.
xxxxxAn 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.
xxxxxCannot be planted in gardens

Rare

xxxxxBottlevoice (WM p.114) - Rare
xxxxxOnly found near the sea. When a Changeling 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.
xxxxxAn old bottle stopped with a cork.
xxxxxCannot be planted in gardens

xxxxxHoarflakes (WM p.114) - Rare
xxxxxFound in high, mountainous regions of the hedge. 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.
xxxxxThin, papery stones which literally look like snowflakes and are about the size of a normal human hand.
xxxxxCannot be planted in gardens

xxxxxHog Eye (WM p.111) - Rare
xxxxxKnown also as Claviger Sedge, 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.
xxxxxA reed with a knobby end, it grows in bogs in the hedge.
xxxxxCannot be planted in gardens

xxxxxScarthistle (RoS p.132) - Rare
xxxxxThe thorns of the Scarthistle can be used in tattooing. This tattoo is ONLY visible to other Lost (and Ensorcelled, or Hobs, or Gentry...), 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.
xxxxxA milky-white, black flowered thistle.
xxxxxCannot be planted in gardens


Goblin Fruit

Common

xxxxxBabel Gum (WM p.113) - Common
xxxxxCannot be grown in gardens. This plant tastes like anise and has the texture of a dried-out marshmallow. Chewing on the gum prevents the character from reading or understanding any written communication, but allows them to understand any language spoken around them. These effects last for one scene.
xxxxxA lichen-like growth in urban areas of the Hedge.
xxxxxCannot be planted in gardens

xxxxxChu Chu Culm (WM p.113) - Common
xxxxxPotently intoxicating, a half a teaspoon is enough to cause extreme drunkenness, making a changeling quite happily drunk. For the next hour, they gain +2 to all Social rolls, but -2 to all rolls involving Dexterity, Wits and Intelligence.
xxxxxBamboo-like grass filled with a blood-red liquid with a sour lime-like taste.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 10

xxxxxCoupnettle (CtL p.223) - Common
xxxxxOften used to make tea. Bitter minty taste. Consuming an entire plant restores 1 Willpower.
xxxxxDelicate leafy plant.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 7

xxxxxFear Gortach (CtL p.223) - Common
xxxxxMakes the eater famished. No matter how much they eat, they madly want more. A character who tastes this plant temporarily suspends the effects of any other goblin fruit he has eaten (unless their effects are immediate, like healing or glamour fruits), and no other fruits have any effects for the remainder of the scene, INCLUDING new healing fruits, until the fear gortach has worn off. If more fear gortach is encountered, the eater must succeed at a Wits + Composure roll to avoid immediately consuming it again, lengthening the period of its effects. Those with Gluttony vice suffer a -3 penalty to this roll. This fruit DOES affect mortals and other creatures.
xxxxxGrass-like plant.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 6

xxxxxJarmyn (CtL p.223) - Common
xxxxxBoth the leaves and the ovaries are edible. The leaves are a stimulant, and add a +3 bonus to attempts to stay awake after periods of extensive wakefulness (WoD pp.179-180) during the scene in which they are eaten. The ovaries negate fatigue penalties, also for a scene. They can both be consumed at once, and both effects will work at the same time. After the scene is done and the effects wear off, the changeling falls into a deep sleep for one full day per fruit or leaf he consumed, with a maximum of 7 days.
xxxxxLeafy plant with edible seed-ovaries.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 3

xxxxxPitt Moss (CtL p.224) - Common
xxxxxUsed in sparing quantities, it accents many opulent meals in Faerie. Eaten raw, about a salad's worth, and by itself, it bestows an overwhelming dolor upon its eater. The character loses a point of Willpower and can't spend Willpower at all for the rest of the scene.
xxxxxSimilar to rubbed sage, with a very rich, pungent taste.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 4

xxxxxSlumberberries (NH:GF p.20) - Common
xxxxxEaten raw, they cause drowsiness. If the changeling was sleepy to begin with, they will fall into a deep and dreamless sleep. When boiled into a tea, drinking it will cause horribly vivid nightmares often involving torture or other grievous physical harm.
xxxxxSmall, dark green berries which grow on parasitic vines in clumps of 5-6.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 3

xxxxxTrenchmint (RoS p.131) - Common
xxxxxNo transplant roll necessary. Trenchmint is the Hedge equivalent of a persistent weed. Whole fields spring up within a week. Walking through it produces an acrid minty odor. When eaten raw, the character loses 1 point of Willpower, transmuting it into a +3 bonus to a Mental Skill of the changeling's choice for the remainder of the scene. If she doesn't concentrate on a specific skill while eating the plant, the ST chooses one at random. When the scene is over, the character feels lethargic and slothful. -1 to all Physical rolls for the rest of the day. Make that -2 if her vice is Sloth.
xxxxxA fragile plant with airy stems topped with curling clusters of violet leaves.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 6

Uncommon

xxxxxAetherfruit (LoS p.157) - Uncommon
xxxxxWhen consumed raw, they intensify dreams, and are sometimes used by those seeking prophetic visions. When properly processed, they produce Aetherwine, a powerful general anesthetic highly coveted by Chirurgeons and Oneirophysics, as well as those with less wholesome intentions.
xxxxxEither small grape-like bunches or larger soft-fleshed forms with a single central stone.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 4

xxxxxBloodroot (CtL p.250) - Uncommon
xxxxxThis fruit has no apparent effect on Changelings, but it works as an addictive narcotic on vampires.
xxxxxA vascular red-brown root pulsing with unnatural life.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 5

xxxxxBrickapple (HR - Quibble) - Uncommon
xxxxxUncommon, but not too difficult to find, the brickapple growths tend to expand over large areas, feeding on any life around them if not frequently harvested. They seldom grow above calf height, and prefer boggy, rot-inducing terrain. When slabs are around the size of a brick in thickness, they are ready to be broken off the parent blob. When cooked, they have a texture not unlike tofu, with no additional benefit beyond filling stomachs. When eaten raw, it leaves greasy greyish smears over any skin it touches, but grants its consumer 4 Glamour. This comes at a cost: the changeling suffers a -2 concentration penalty to all tasks, distracted by the plant's queer power running through their veins if they do not use every last bit of Glamour they have within the next hour.
xxxxxDense grey slabs of greasy fungus-like growth with a deceptively sweet, apple-like flavor when eaten raw.
xxxxxGarden Plots: 3
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 5

xxxxxBuglewort (CtL p.224) - Uncommon
xxxxxThis fruit is so similar to Nightcap that it requires an Intelligence + Survival or Intelligence + Occult roll to distinguish which of them the changeling has foraged. Buglewort gives the eater the equivalent of a caffeine high, super alert, and increases their Initiative by 4 for the duration of the scene. Additional doses do not stack, but both plants may be eaten at once, and both effects will work at the same time.
xxxxxUnspecified; for the sake of argument, purple and yellow flowers, dark blue fruits.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 2

xxxxxCoralscalp (GM p.21) - Uncommon
xxxxxWhen dried and smoked, those who smoke it gain a +1 to perception rolls and Clarity rolls for one scene. After the scene ends, the character suffers mild hallucinations for the following scene, with a -2 penalty to perception rolls.
xxxxxKelp-like plant made up of long, fine, hair-like fibers which grows where the Hedge and ocean meet.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 12

xxxxxDamp-Amp (homebrew) - Uncommon
xxxxxWhen eaten, the fruit provides +1 die to all Athletics rolls for a scene.
xxxxxPeculiar purple fruits reminiscent of squishy eggplants. They smell musky but sweet.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 9

xxxxxFishtail Thistle (homebrew) - Uncommon
xxxxxThe 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, will allow one to breathe underwater for up to thirty minutes per 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).
xxxxxLong reeds with a spiky cylindrical seed, filled with milky sap that coats the mouth with a swampy, oily twang. Only grows underwater.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 5

xxxxxGhoul's Shroud (NH:GF p.127) - Uncommon
xxxxxWhen consumed raw, the tough and painfully tangy moss allows the changeling to ignore any poisons Toxicity 4 or lower for an entire scene. For that scene, the changeling's eyes leak constant tears and she is possessed of an unquenchable thirst. If dried, ground and mixed with water, it makes a bland but sustaining gruel with no magical benefits.
xxxxxA lacy grey moss that grows from rocky fissures in hanging curtains.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 3

xxxxxJennyapples (RoS p.130) - Uncommon
xxxxxApples cause a roiling, acidic stomach when eaten, which confers a day-long -3 penalty to all rolls. As if that weren't unpleasant enough, their jennystone parentage is amply clear in the 5-yard diameter of stench which rises the instant their skin is broken. As with jennystones, anyone who can smell it is at a -1 penalty. (Requires a dream to grow.)
xxxxxMisshapen, black-spotted apples. Grow on the low branches of a tall shrub.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 5

xxxxxJudas Yew Berries (WM p.111) - Uncommon
xxxxxOnly able to be purchased at Goblin Markets. Not native, the tree grows in hedge deserts. These berries are poisonous, causing one unavoidable point of Lethal damage upon consumption. However, the changeling consuming them can then go three times as long without food or drink with no further ill effects.
xxxxxSmall red berries of the Judas yew tree.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 5

xxxxxNevernip (RoS p.131) - Uncommon
xxxxxA cross-breed of blushberries and fear gortach, nevernip heals 1L or 2B, but as with fear gortach, the character must succeed at a Wits + Composure roll if he encounters the plant again in the next scene. If he fails, he consumes it all over again. The character suffers a -3 penalty to this roll if he has the Gluttony vice. Unlike fear gortach, this plant does NOT affect mortals or other non-fae. (Requires blood to grow.)
xxxxxLush purple berries dangling from tall grass stalks.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 3

xxxxxNightcap (CtL p.224) - Uncommon
xxxxxThis fruit is so similar to Buglewort that it requires an Intelligence + Survival or Intelligence + Occult roll to distinguish which of them the changeling has foraged. Nightcap leaves anyone who eats it lethargic, cutting their Speed in half (round down) until the character achieves four successes on an extended Stamina + Resolve roll, which may be attempted once per hour. Additional doses do not stack, but both plants may be eaten at once, and both effects will work at the same time.
xxxxxUnspecified; for the sake of argument, purple and yellow flowers, dark blue fruits.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 2

xxxxxSerpent Gourd (NH:GF p.127) - Uncommon
xxxxxTake an automatic -1 on your harvesting roll from the difficulty of harvesting the gourds. Even if grown in a garden, it refuses to be trained for easier harvest. When split open, the white flesh comes apart in ropy strands, snake-like, hence its name. The flesh itself, when boiled, has a slightly woody, savory flavor and no special qualities. 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.
xxxxxA long gourd with a shiny black exterior which grows high on tangled woody vines spiked with finger-long cruel thorns.
xxxxxGarden Plots: 3
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 5

xxxxxWhisper Willow (homebrew) - Uncommon
xxxxxOnce 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.
xxxxxA 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.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 2
xxxxxMax. Fruit: 5

xxxxxWineberry Blush (DitD p.91) - Uncommon
xxxxxThe berries are very tart when raw. If fermented into wine, a drink of wineberry blush within 24 hours of having degenerated and gained a new derangement will immediately heal the newly-gained derangement.
xxxxxUnspecified; for the sake of argument, small berries on large vines, wine red with a pale pink blush.
xxxxxGarden Plots: 3
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 3


Rare

xxxxxBloodbane (NH:GF p.20) - Rare
xxxxxWhen dried and ground and mixed with other foods, bloodbane prevents 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 is Toxicity 3, but any subsequent doses taken in the next month increase to Toxicity 6.
xxxxxA pale yellow lichen growing in damp conditions.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 4
xxxxxMax. Fruit: 3

xxxxxBrumebulb (RoS p.131) - Rare
xxxxxThis plant is VERY tough to spot. To find it, roll Wits + Investigation with a potential -3 if the ST decrees that the plant is growing, as is its wont, beneath heavy grasses or tangles of briar. When eaten (which may require a Resolve + Composure roll to choke down), the character's flesh begins to turn into drifting vapor, then whooshes away with a brief wind, rematerializing within a few miles of wherever he entered the Hedge in the first place. The return is not pleasant, and the character immediately vomits up his metaphorical toenails, suffering 2B from the painful heaves. (Requires an expenditure of sanity to grow.)
xxxxxA small sour-tasting onion. Grows underground and only a minute pale curl of foliage is visible above the soil.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 1

xxxxxCocorange (GM p.21) - Rare
xxxxxOnly able to be purchased in Goblin Markets. Not local. These grow in tropical and subtropical climates and contain pulpy, fibrous, citrus-like flesh which can be eaten raw, squeezed for its juice or cooked. When consumed, it produces a mild intoxication rather like drinking one shot of fine liquor.
xxxxxA massive seed about the same size and shape as a football with a hard outer shell.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 4

xxxxxCousin's Trumpet (WM p.114) - Rare
xxxxxOnly able to be purchased in Goblin Markets. This plant is from the jungle-like areas of the world, so not local. When steeped as a tea in the human world, it has a potent hallucinogenic (caution! Clarity risk!) effect. Any changeling who partakes of such tea experiences powerful hallucinations which extend to all senses for one hour, generally feeling euphoric and one with the universe. Too bad they aren't. They suffer -3 to all rolls for that hour, but when the hallucinations fade, they recover 1 Willpower point. If the tea is consumed WITHIN the Hedge, there are no hallucinations, and it instead increases the changeling's ability to control the Hedge, effectively adding +2 to her Wyrd score for purposes of shaping it to her will.
xxxxxA scentless yellow trumpet-shaped flower.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 8

xxxxxDactyl (GM p.21) - Rare
xxxxxOnly able to be purchased in Goblin Markets. Not local. The eater seems new and exciting to everyone she meets for the next scene, gaining 9-again on all Social rolls. Dactyl, however, is notoriously foul. Eating one requires a Resolve + Stamina roll, and a second roll at the end of the scene to keep it (and anything else in her stomach) down.
xxxxxOily, juicy fruits resembling dates and growing in arid environments.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 3
xxxxxMax. Fruit: 5

xxxxxFlower-of-One-Hour (LoS p.52) - Rare
xxxxxOnly able to be purchased at Goblin Markets. The Hedge around here just isn't hot or tropical enough for it to grow reliably. This flower blooms for only one hour each day, but not on any predictable schedule. If you have at least Mantle (Summer) 1, you may brew it into a tea during its blooming time that has a fiery quality and makes the skin feel sunburnt, 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, the character feels burnt out afterward and suffers a -3 to all rolls until she has slept a full 8 hours. If drunk after the hour has passed, the tea has a chilling effect and tastes of anise.
xxxxxTropical-looking flower, looks first like a thistle before unfolding into a black trumpet-shaped bloom with a fiery center.
xxxxxGarden Plots: 2
xxxxxGrowth Rate: 1
xxxxxMax. Fruit: 1

xxxxxFuguespores (NH:GF p.20) - Rare
xxxxxWhen eaten, the fungal spores grow in the intestines, pushing through internal walls and releasing toxins into the blood. Over time, their host body develops hallucinations and or dizzy spells. If the fungal infection reaches 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.
xxxxxBrown spores which grow on the briars of the Hedge.
xxxxxCannot be planted in gardens

xxxxxHidefruit (AN p.51) - Rare
xxxxxThese fruits grow on rare vines mixed with the thorns of the Hedge and hide a single drop of molasses-like fluid at their center. When consumed, they hide a changeling from the Gentry entirely, their eyes sliding right over them as if they weren't even there. The True Fae may attempt to track the changeling with a Wits + Composure roll at a -5 penalty while this effect is active. The effect lasts for a number of minutes equal to the changeling's Wits + Resolve.
xxxxxTiny red fruits as small as a pomegranate seed.
xxxxxCannot be planted in gardens

xxxxxThink Weed (homebrew) - Rare
xxxxxThink Weed must be planted near a water source such as streams, lakes and ponds. It grows best when fertilized with some sort of bodily fluid. When consumed fresh, Think Weed pods are very crunchy and the casings can get caught in the teeth, so it's not the preferred method. Think Weed can be preserved in a number of ways: processed into a honey-soaked cake, ground into a powder, or dried whole. When the pods are preserved for smoking, the coals burn with a strange blue flame and the smoke pangs of pungent skunk weed and honey. Think Weed provides +3 to Occult rolls and prophetic abilities, -2 to Physical rolls for the scene.
xxxxxThis goblin fruit grows as a stalky, leafy plant in weedy patches. Aquamarine colored stalks and leaves are covered in small barbs that catch and pull like velcro. The fruit itself are fuzz-covered poppy-like seed which give off the subtle scent of honey. The seeds come in a pod covered in small petaled flowers that glow like rainbow embers.
xxxxxGarden Plots: 1
xxxxxGrowth Rate: 5
xxxxxMax. Fruit: 12

Legendary

xxxxxHera Pear (RoS p.131) - Legendary
xxxxxThe Hera pear cannot be cultivated. Consuming a single pear will rid a person of any disease, from ringworm to bone cancer, and the pear will work on ANYone, mortal, fae or otherwise. Derangements are not diseases. The pear tree is ALWAYS guarded by a powerful hobgoblin (or hobgoblins), which must be fought or snuck past.
xxxxxA particularly succulent and polished yellow pear on a deceptively ordinary tree.
xxxxxCannot be planted in gardens