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Hedge Fruit

This is a list of all approved and listed Hedgefruit with their description and a modifier to the Wits+Survival roll required to find them when specifically searching for them.

Generic Goblin Fruits

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 have one of these effects:

  • If it's a Healing Fruit, consuming it heals one point of lethal damage or two points of bashing damage. A 'poison' variation of this, which an ST might have a player find on a sufficiently bad roll, instead deals two bashing damage per fruit consumed. Usually changelings will notice the sick feeling after consuming single such fruit.
  • If it's a Glamour Fruit, consuming it restores a single point of glamour. Note that the Harvest (Goblin Fruit) merit adds specifically to rolls to locate this kind of fruit in the wild or to harvest it, cultivated, in your Hollow. A 'poison' variation of this, which an ST might have a player find on a sufficiently bad roll, instead causes a loss of one glamour per fruit consumed. Usually changelings will notice something is wrong after consuming a few such fruits, perhaps rolling Wits+Wyrd per fruit to notice the sensation of their glamour draining away.

Around Aleswich, the most common healing fruits are Blushberries (pink cherry-like fruit) in Spring, Dream-a-Drupe (purple mildly intoxicating nectarines that grow in Summer), Ertwen (mealy pea-like seeds in pods, found in Autumn), and Murmurleaf (edible blossoms found in Winter), but countless other varieties exist and can be found scattered about the Hedge. No single kind of glamour fruit stands out as uniquely common, but various kinds can be found year-round.

As a player or ST, the easiest and most accurate way to describe a typical goblin fruit is to base it on a real fruit, vegetable, nut, leaf, moss, etc. and then give it an unusual color, shape, texture, flavor, scent, etc. Remember that the word 'goblin' (as in 'goblin fruit') is changeling parlance for 'slightly twisted, but not entirely malevolent' - there are awesome and delicious goblin fruits, but there's almost always /something/ wrong, whether that's a disturbing appearance, unnerving texture, foul odor, weird taste, or something more exotic like the fruit being full of harmless-but-thoroughly-creepy squirming insects, pulsating like a living heart, or not showing up in reflections.

Assorted Goblin Fruit


  1. 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) (-1 dice penalty, common)
  2. 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)(-1 dice modifier, common)
  3. 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) (-1 dice modifier, common)
  4. 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) (-1 dice modifier, common)
  5. 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)(-1 dice modifier, common)
  6. 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)(-1 dice modifier, common)
  7. 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)
  8. 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) (-1 dice modifier, common)
  9. 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) (-1 dice modifier, common)
  10. 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) (-1 dice modifier, common)


  1. Amaranthine: – like a small red eggplant. Heals a single point of aggravated damage per scene (Changeling: the Lost, p. 223)(-2 dice modifier, uncommon)
  2. 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) (-2 dice modifier, uncommon)
  3. 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) (-2 dice modifier, uncommon)
  4. 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) (-2 dice modifier, uncommon)
  5. 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)(-2 dice modifier, uncommon)
  6. 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) (-2 dice modifier, uncommon)
  7. 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)(-2 dice modifier, uncommon)
  8. 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)(-2 dice modifier, uncommon)
  9. 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)(-2 dice modifier, uncommon)
  10. 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)(-2 dice modifier, uncommon)
  11. Fishtail Thistle: This only grows in the Still Lake, something to do with the strange viscosity of the water in which they grow, sucking it up and storing it in the seeds and within them. 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) (-2 dice modifier, uncommon)
  12. 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) (-4 dice penalty, Uncommon - typically not found in Aleswich) Approved PRP Only.


  1. 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) (-3 dice modifier, rare)
  2. 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) (-3 dice modifier, rare)
  3. 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)(-3 dice modifier, rare)
  4. 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) (-3 dice modifier, rare)
  5. 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) (-3 dice modifier, rare)
  6. 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) (-3 dice modifier, rare)
  7. 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)(-3 dice modifier, rare)
  8. 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) (-3 dice modifier, rare)
  9. Fire Berry: These fruits which grow close to Blood Thicket Forest are a red, glowing berry, with a luminescence similar to glow sticks. They are not often eaten, save for by hobs that have a resistance to heat. They will often attract such creatures that will guard them. Picking a fire berry causes 1 bashing damage per round, as long as you hold it or until the flames are put out. If you eat it, causes 1 lethal damage. Fire berries can be used to start small fires, for camp fires or other things. (Custom) (-3 dice modifier, rare)
  10. Infernal Boletus: This fungus is a melon sized, black, chitinous horror, reminiscent of a bombshell without the fuse. Infernal Boletus only grows in areas that have seen incredible strife and the death of Lost or mortal. It grows from spilled blood. The fungus is useless by itself and toxic if the spores are inhaled or ingested. It's true application is in conjunction with another hedgefruit, the fire berry. When a fire berry is used with the fungus, it will ignite and explode, propitiating the fire and sending it out in a great gout, with the same strength as a stick of dynamite. It is assumed that this is what was used by the Loyalists to bring down the former Freehold walls. (Custom) (-3 dice modifier, rare)
  11. 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) (-4 dice penalty, Rare - typically not found in Aleswich)


  1. Purity Vine: - These small white blossoms grow on vines that latch onto trees within the hedge, much like kudzu in the mortal world. When steeped and made into a tea, the one drinking them is cured from emotional/mental influence caused by supernatural means. For twenty-four hours following consumption of purity vine, you receive a -2 penalty to ALL social rolls, as you're cut off from human empathy. It is said that these are cultivated by the Wawaazisii in Moon's Grace. (Custom) (-4 dice modifier, Unique) Approved PRP Only.
  2. Ghost Pumpkin: - These pumpkins come within different shapes, colors, and sizes. While they may appear as a 'normal' pumpkin, there is something off about them. You can eat it, in which case you will become invisible, intangible, and unhearable for the remainder of the scene. After the scene concludes you will immediately fall asleep for 12 hours and have dreams regarding their own death. You can carve it, in which it serve as a ward against invisibility to all those inside the dwelling in which it stands guard. This will grant you +4 to your perception rolls to spot any invisible creatures that try to enter your dwelling. (Custom) (-4 dice modifier, Unique) Approved PRP Only.
  3. Ghost Pumpkin Seeds: You can put seven seeds in someone's clothing (pocket or show works best) and give them a -1 to all rolls to resist intimidation/fear while the seeds are with them. Each pumpkin produces 21 seeds that are usable. (Custom) (-4 dice modifier, Unique) Approved PRP Only.

Legendary & Epic:

  1. 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) (-5 dice modifier, legendary) Approved PRP Only.
  2. 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)(-4 dice modifier, epic) Approved PRP Only

Assorted Oddments


  1. 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) (-1 dice penalty, common)
  2. 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)(-1 dice penalty, common)
  3. 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) (-1 dice penalty, common)
  4. 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) (-1 dice penalty, common)


  1. 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)(-2 dice penalty, uncommon)
  2. 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)(-2 dice penalty, uncommon)
  3. 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)(-2 dice penalty, uncommon)
  4. 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) (-2 dice penalty, uncommon)


  1. 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)(-3 dice penalty, rare)
  2. 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)(-3 dice penalty, rare)
  3. 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)(-3 dice penalty, rare)
  4. 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)(-3 dice penalty, rare)


  1. 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)(-4 dice penalty, epic) Approved PRP Only