Bloomkin of Abadonya

Bloomkin are sentient plantfolk rooted in the living magic of Eirlyn. Their bodies are temporary expressions of a deeper continuity carried within a living seed, allowing memory and identity to pass from one grown form to the next. They are rare, patient, and deeply connected to sunlight, soil, renewal, and the ancient rhythms of the Eternal Woods.

Bloomkin of Abadonya
Bloomkin in AbadonyaLiving Memory of Eirlyn

The Seed-Born

The oldest Bloomkin communities lie deep within Eirlyn, where ancient trees, magical soil, and strong natural energies have shaped life for countless generations.

A Bloomkin's walking body is not the entirety of the individual. The seed hidden within carries continuity, memory, instinct, and identity from one incarnation to the next.

Because of this, Bloomkin often think of the body as a season of the self rather than the whole of existence. A new form may look different, but the person within remains continuous.

Appearance & RegrowthBodies of Vine, Bark & Blossom

Many Forms, One Self

Bloomkin are generally humanoid in shape, but their bodies are made from living plant matter: bark, vine, root, fibrous tissue, petals, moss, and other growths.

Faces may be framed by petals or layered plant structures, and their features often appear slightly uncanny even when they resemble humans or elves.

A newly grown body can differ greatly from the previous one. Some Bloomkin favor graceful forms suited to Eirlyn's settlements; others grow broader bark, thorned limbs, or denser foliage suited to deep forest travel.

Changes in soil, season, sunlight, or place can subtly affect coloration and form.

Seed & ContinuityMemory Across Incarnations

The Heart of the Bloomkin

The seed carried within each Bloomkin is the center of personal continuity. It contains the memory necessary for the next body to awaken as the same individual.

Planting the seed is never undertaken casually. It means accepting the end of the current body so that a new one can grow.

Bloomkin communities treat planted seeds with extreme care. Guarding another Bloomkin's seed is one of the most serious responsibilities a friend or community member can accept.

Society & CultureThe Sunlit Groves

Communities Built Around Growth

Bloomkin communities in Eirlyn are small, secluded, and deliberately placed where sunlight, soil, and water are reliable.

Their settlements favor open roofs, living walls, garden paths, broad windows, and structures grown around existing trees rather than replacing them.

Many groves maintain protected growing grounds where seeds can be planted safely. These spaces are treated as nurseries, sanctuaries, and places of profound trust.

Bloomkin tend to form close relationships with druids, elves, leshys, treants, and others who respect sentient plant life.

Faith & OutlookThe Sacred Cycle

Renewal Without Forgetting

Bloomkin often view death differently from most mortal peoples. The loss of a body is painful and serious, but not necessarily the end of the self if the seed survives.

The destruction of the seed, however, is final and carries enormous cultural weight.

Many Bloomkin revere Trentula through traditions of growth, renewal, natural cycles, and stewardship of living places.

Individual Bloomkin may follow any deity or alignment. Their plant nature shapes philosophy, not morality.

Pathfinder 1e RulesRules Unchanged

Standard Pathfinder 1e Racial Traits

Ability Score Modifiers: Bloomkin gain +2 Constitution, +2 Charisma, and –2 Intelligence.

Type: Bloomkin have the plant type, but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects that the plant type normally grants.

Size: Bloomkin are Medium creatures and have no bonuses or penalties due to size.

Base Speed: Bloomkin have a base speed of 30 feet.

Languages: Bloomkin begin play speaking Common and Sylvan. Bloomkin with high Intelligence scores can choose any bonus languages except secret languages such as Druidic.

Natural Armor: Bloomkin gain a +2 natural armor bonus to AC.

Natural Magic: A Bloomkin with Charisma 11 or higher can use detect poison, goodberry, and purify food and drink once per day each. Caster level equals the Bloomkin's level, and the save DC is 10 + spell level + Charisma modifier.

Seed (Ex): As a full-round action, a Bloomkin can expel its seed. If planted in fertile ground and left undisturbed for 2d6 days, it grows into a healthy duplicate. The duplicate may reallocate all skill ranks upon sprouting. The original gains 1 negative level when the seed is expelled and dies when the duplicate sprouts; the duplicate replaces the previous character.

Past-Life Knowledge (Ex): Bloomkin treat all Knowledge skills as class skills.

Light Dependent: A Bloomkin takes 1d4 points of Constitution damage each day it goes without exposure to sunlight.

Delicious (Ex): Bloomkin take a –2 penalty on Escape Artist checks and combat maneuver checks made to escape a grapple against a creature with a bite attack and the grab ability.

Race Points: 19 RP.

These are the Pathfinder 1e racial mechanics used for Bloomkin characters in Abadonya.

Bloomkin of EirlynAncestral Homeland & Major Population

The Living Groves of the Eternal Woods

Eirlyn is the principal homeland of the Bloomkin. Their enclaves are found in protected clearings, deep forest valleys, and places where ancient roots and strong magic overlap.

Some groves are known to nearby elven or druidic communities, while others remain hidden except to those invited.

Bloomkin are especially protective of places where seeds are planted and new bodies grow. These sites are often guarded by living barriers, trusted allies, or magic woven into the grove itself.

AdventurersMemory Beyond the Grove

Lives Worth Carrying Forward

Bloomkin often adventure because they seek experiences worth carrying into future forms.

Others leave home to recover lost botanical knowledge, protect sentient plant life, investigate corrupted forests, or discover whether their people can one day create new seeds beyond the ancient traditions they already possess.

Druids, rangers, witches, sorcerers, shamans, hunters, and rogues are common paths, though Bloomkin can pursue any class.

For some, adventure is preservation. For others, it is a way to ensure that the next body remembers more than the same grove beneath the same trees.

Race IndexAbadonya Archive

Return to the Races of Abadonya index to browse other ancestries.