Äkräs — Lord of Roots and the Hungry Fields

At a Glance
| Name | Äkräs, also recorded as Egres or Ägröi |
|---|---|
| Tradition | Karelian and Finnic cultivated-crop beliefs |
| Nature | Divine patron of peas, beans, turnips, cabbages, flax and hemp |
| Alignment | Neutral Good; he protects nourishment but requires fair sharing and restitution |
| Home plane | Material Plane — an enclosed valley of northern Midgard |
| Divine estate | The Deep Storehouse, beneath the first field of seed |
| Associated powers | Akka, Ukko, Sampsa Pellervoinen |
| Divine symbol | A turnip ringed by seeds; an original local campaign sign |
| Cleric domains | Life and Nature; Plant, Earth and Protection in older rules |
| Favoured weapon | Quarterstaff or wooden flail |
| Petitioners | Farmers, seed-keepers, weavers, villagers and households enduring famine |
There is a wedding feast in the manor and famine in the villages outside. The bride discovers that her father has locked all the winter seed beneath his chapel. An old farmer knocks at the door with one turnip in his hand. When the lord orders him thrown out, roots break through the banquet floor. Every dish on the high table goes to seed. Äkräs has come to hear who is being fed and who has been forgotten.
Äkräs is the keeper of crops that grow by mortal labour, not a nameless spirit of every wild tree. His gifts are humble until a winter arrives without them: peas and beans that store protein, turnips that endure cold, cabbages and the useful fibres of flax and hemp. Kings praise wheat and wine at their tables; villagers know that a surviving turnip field can decide whether children see spring.
He may be gentle with a gardener and implacable with a lord who commands granaries kept shut while people starve. Äkräs does not abolish the need for sowing, rain, work or negotiation. His magic can make a field bear again, but the decision to feed the living belongs to those who control the harvest.
What Is Happening Right Now?
The Dowry of Seeds
A northern noblewoman’s dowry contains the last viable seed from seven devastated valleys. Her father offers it to a warlord to buy peace; her prospective husband wants to burn it so peasants cannot flee to their rivals. She asks the party to carry the seeds to the villages before the marriage ceremony. Äkräs offers no easy miracle: the heroes must keep the cargo dry, outwit the guards and determine which valley can sow it first.
The Green Cellar
Each night a ruined abbey’s cellar fills with turnips. The local magistrate calls it a blessing and takes the food for his militia; a sick widow insists the cellar is a debt owed to children buried in the courtyard. An earth-spirit guards the old threshold and warns that the miracle will end when the original theft is confessed. The party can uncover the missing ledger, protect the widow and persuade the militia to share its stores.
Cloth for a Queen
A master weaver has obtained flax that grows faster than any mortal field could produce it. His young apprentices are kept locked inside because he claims the fibre itself is sacred and dangerous. A countess offers to buy his entire workshop for a royal wedding, and a rival guild intends to destroy it. Äkräs wants the apprentices freed and the crop properly divided, not the loom burned and its makers ruined.
Fields, Household and Temperament
Äkräs usually appears as an imposing, weathered figure in earth-coloured garments. Deep lines mark his hands and face. Sometimes he walks barefoot through frost, carrying a wooden staff that sprouts green shoots as he moves; at other times he appears as an exhausted tenant farmer with no better clothes than those of the people he has come to judge. He knows the difference between wealth made by harvest and wealth made by keeping others hungry.
His Neutral Good nature allows him to bless one village and refuse its neighbouring lord. He respects patient work, fair distribution and the preservation of seed for future years. He resents fields ruined for spectacle and rulers who promise bounty without leaving enough for the next sowing. A desperate thief who takes vegetables to feed children may receive help with restitution; a merchant who hoards seeds to create a famine may find the contents of his granary sprouting into useless tangled roots.
Offerings are ordinary but meaningful: seed preserved in a dry jar, winter vegetables shared at a feast, a repaired irrigation ditch, or linen donated to the sick. There is no well-established surviving description of a universal priesthood or a formal turnip temple in Helsinki. The local shrines and rites used here belong to this fantasy campaign.
His Neighbours among the Powers
Ukko governs storm and rain; he can bless sowing yet cannot make poor stewardship wise. Akka tends the broader living earth and household; their concerns meet at the edge of the field. Sampsa Pellervoinen sows forests and the first plants of the land, while Äkräs guards certain crops that people tend and eat. These are related powers, not interchangeable names.
The Deep Storehouse
On the Material Plane, beneath a northern valley that has never wholly failed its people, a stair of worn fieldstone descends to Äkräs’s storehouse. Its doors are made from dark oak and bound with bronze. Inside, shelves hold baskets of seeds older than any living kingdom. Peas, beans and roots can be seen growing in earth-filled alcoves under light without flame. A guest who asks only for gold hears a quiet refusal; one who seeks food for a hungry settlement may be given a seed and the duty of cultivating it well.
Estate and Regional Effects
The Last Seed. One basket of seed, taken with Äkräs’s permission, remains viable through a winter of unusual cold. It will not multiply without soil, water and work.
Hoarder’s Test. The cellar doors will not open for someone who intends to destroy the seed to keep others dependent. A deceiver can try to prove a changed intention through an act of restitution.
Fields Remember. The deep roots can show where a field’s fertility was stolen or where water was deliberately diverted; they cannot reveal every secret spoken by its owners.
Abundant Spring. Villages that restore common fields and protect seed for the next year may receive a season of extraordinary growth. The blessing is finite, and it never guarantees that disease, war or greed cannot threaten the harvest again.
Domains, Spells and Sacred Gifts
His clerics favour Life and Nature. Older clergy may choose Plant, Earth or Protection where available in their edition. The following spell gifts describe this campaign’s patron tradition; they do not replace the standard published domain spell progression for an established subclass.
| Spell level | Domain spell gifts |
|---|---|
| 1st | Entangle, Goodberry |
| 2nd | Lesser Restoration, Spike Growth |
| 3rd | Plant Growth, Revivify |
| 4th | Freedom of Movement, Stone Shape |
| 5th | Greater Restoration, Wall of Stone |
Root’s Memory. A priest may learn when a field was last harvested and what care it received. Shared Table. Those who return a stolen winter supply may receive enough ordinary vegetables to hold a village until its next wagon arrives. The Hidden Seed. A planter guided by Äkräs can find one surviving seed buried beneath ruined ground. These are story boons; the combat effects below follow their edition’s statistics.
Game Statistics
These are original manifestations for play, not official printed deity stat blocks. Äkräs’s true divine presence is not restricted by his avatar’s numbers; scores above 30 are intentional where suitable.
Äkräs’s Avatar
Large Celestial, Neutral Good
AC 22 (root and stone mantle); Initiative +2 (12); HP 435 (30d10 + 270); Speed 35 ft., Burrow 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 14 (+2) | 28 (+9) | 20 (+5) | 34 (+12) | 22 (+6) |
Saving Throws Str +18, Con +17, Wis +20, Cha +14; Skills Insight +20, Nature +13, Perception +20, Survival +20
Resistances Cold, Fire; Bludgeoning, Piercing and Slashing from nonmagical attacks; Immunities Poison; Condition Immunities Poisoned, Prone
Senses Tremorsense 120 ft., Truesight 60 ft., Passive Perception 30; Languages All, telepathy 120 ft.; CR 26 (XP 90,000; PB +8)
Traits
Earth Glide. Äkräs can burrow through unworked soil or stone without leaving a tunnel. Magic Resistance. Äkräs has Advantage on saving throws against spells and magical effects. Rooted Renewal. At the start of his turn, Äkräs regains 20 HP while touching natural ground unless he took Force damage since the end of his previous turn.
Actions
Multiattack. Äkräs makes three Harvest Staff attacks.
Harvest Staff. Melee Attack Roll: +18, reach 15 ft. Hit: 36 (4d12 + 10) Bludgeoning damage plus 13 (3d8) Force damage.
Roots of Reckoning (Recharge 5–6). Creatures of Äkräs’s choice standing on the ground within a 60-foot-radius Emanation make a DC 28 Strength saving throw. On a failed save, a creature takes 66 (12d10) Bludgeoning damage and has the Restrained condition until the end of its next turn. On a success, it takes half damage and is not Restrained.
Harvest Restored (3/Day). Up to four allies within 90 feet each regain 40 (5d12 + 8) HP and can end the Poisoned condition on themselves. Where soil remains, Äkräs may also restore enough ordinary vegetables to feed a small village for one day.
Reactions
Protect the Seed. When a creature Äkräs can see within 60 feet takes damage, he reduces that damage by 30 as roots and earth shelter it.
Legendary Actions (3/round)
Äkräs takes one Legendary Action at the end of another creature’s turn and regains spent actions at the start of his turn. Root Step. Move up to half his Speed without provoking Opportunity Attacks. Guard the Field (Costs 2 Actions). One creature on natural ground within 60 feet makes a DC 28 Strength saving throw or has the Restrained condition until the end of its next turn. Harvest Staff (Costs 2 Actions). Make one Harvest Staff attack.
Äkräs’s Avatar
Large celestial, neutral good
Armor Class 22 (root and stone mantle); Hit Points 435 (30d10 + 270); Speed 35 ft., burrow 20 ft.
STR 30 (+10), DEX 14 (+2), CON 28 (+9), INT 20 (+5), WIS 34 (+12), CHA 22 (+6)
Saving Throws Str +18, Con +17, Wis +20, Cha +14; Skills Insight +20, Nature +13, Perception +20, Survival +20
Damage Resistances cold, fire; bludgeoning, piercing and slashing from nonmagical attacks; Damage Immunities poison; Condition Immunities poisoned, prone; Senses tremorsense 120 ft., truesight 60 ft., passive Perception 30; Languages all, telepathy 120 ft.; Challenge 26 (90,000 XP; epic homebrew)
Traits
Earth Glide. Äkräs moves through soil and unworked stone without leaving a tunnel. Magic Resistance. Äkräs has advantage on saving throws against spells and magical effects. Rooted Renewal. Äkräs regains 20 hit points at the start of his turn while touching natural ground, unless he took force damage since the end of his previous turn.
Actions
Multiattack. Äkräs makes three harvest staff attacks. Harvest Staff. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 13 (3d8) force damage.
Roots of Reckoning (Recharge 5–6). Creatures Äkräs chooses on natural ground within 60 feet must make a DC 28 Strength saving throw, taking 66 (12d10) bludgeoning damage and becoming restrained until the end of their next turn on failure, or half damage without being restrained on success.
Harvest Restored (3/Day). Up to four allies within 90 feet regain 40 (5d12 + 8) hit points each and can end being poisoned. If soil remains, Äkräs can also restore enough ordinary vegetables to feed a small village for a day.
Reactions
Protect the Seed. When a creature Äkräs can see within 60 feet takes damage, he reduces that damage by 30.
Legendary Actions
Äkräs can take 3 legendary actions, only one at the end of another creature’s turn, regaining them at the start of his turn. Root Step: Move up to half speed without provoking opportunity attacks. Guard the Field (Costs 2 Actions): One creature on the ground within 60 feet must succeed on a DC 28 Strength saving throw or be restrained until the end of its next turn. Harvest Staff (Costs 2 Actions): Make one harvest staff attack.
Äkräs’s Avatar — CR 25
XP 1,638,400; NG Large outsider (earth, native); Init +2; Senses darkvision 120 ft., tremorsense 120 ft.; Perception +36
DEFENSE
AC 41, touch 11, flat-footed 39 (–1 size, +2 Dex, +30 natural); hp 372 (24d10+240); Fort +24, Ref +16, Will +26; DR 15/epic; Resist cold 20, fire 20; Immune poison; SR 36
OFFENSE
Speed 35 ft., burrow 20 ft.; Melee 2 slams +34 (3d8+11 plus 2d8 force); Space 10 ft.; Reach 15 ft.; Special Attacks roots of reckoning (Su), harvest restored (Su)
Spell-Like Abilities (CL 24th; concentration +30): at will—create water, soften earth and stone, stone shape, speak with plants; 3/day—plant growth, wall of stone, heal, greater restoration; 1/day—earthquake, miracle
STATISTICS
Str 32, Dex 14, Con 30, Int 20, Wis 34, Cha 22; Base Atk +24; CMB +36; CMD 48; Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Improved Bull Rush, Greater Bull Rush, Skill Focus (Perception), Skill Focus (Survival), Lightning Reflexes
Skills Knowledge (nature) +32, Knowledge (planes) +32, Perception +36, Sense Motive +36, Survival +36, Heal +36, Diplomacy +30; Languages all, telepathy 120 ft.
SPECIAL ABILITIES
Roots of Reckoning (Su). Once every 1d4 rounds Äkräs causes a 60-foot-radius burst of roots centred on himself. Foes standing on natural ground take 16d6 bludgeoning damage (Reflex DC 32 half); on failure they are entangled for 1 round. DC is Constitution-based.
Harvest Restored (Su). Three times a day Äkräs heals up to four allies within 90 feet of 8d8+12 hit points each and ends one poison or disease effect on each.
Äkräs’s Avatar — CR 25
Large Outsider (Earth, Native), Neutral Good
Hit Dice 24d8+240 (348 hp); Initiative +2; Speed 35 ft., burrow 20 ft.; Armor Class 41 (–1 size, +2 Dex, +30 natural), touch 11, flat-footed 39
Base Attack/Grapple +24/+39; Attack slam +34 melee (3d8+11 plus 2d8 force); Full Attack 2 slams +34 melee (3d8+11 plus 2d8 force); Space/Reach 10 ft./15 ft.
Special Attacks roots of reckoning, harvest restored, spell-like abilities; Special Qualities DR 15/epic, darkvision 120 ft., cold and fire resistance 20, poison immunity, SR 36, tremorsense 120 ft.
Saves Fort +24, Ref +16, Will +26; Abilities Str 32, Dex 14, Con 30, Int 20, Wis 34, Cha 22
Skills Concentration +37, Heal +36, Knowledge (nature) +32, Listen +36, Sense Motive +36, Spot +36, Survival +36; Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Toughness, Skill Focus (Spot), Skill Focus (Survival)
Spell-Like Abilities (CL 24th): at will—create water, soften earth and stone, stone shape, speak with plants; 3/day—plant growth, wall of stone, heal, greater restoration; 1/day—earthquake, miracle.
Roots of Reckoning (Su)
Once every 1d4 rounds, Äkräs causes a 60-foot-radius burst of roots. Enemies on the ground take 16d6 bludgeoning damage, Reflex DC 32 half; failure also entangles for 1 round. DC is Constitution-based.
Harvest Restored (Su)
Three times per day, Äkräs heals up to four allies within 90 feet of 8d8+12 hp each and removes one poison or disease effect on each.
Adventures beneath the Storehouse
The King and the Last Bean
A king’s treasurer has purchased every seed in the surrounding valley to deny supplies to a besieging rival. His niece knows the civilians inside both fortresses will starve first. The only remaining seed cellar is hidden beneath an abandoned hill shrine. Äkräs offers the party a key made from a dried bean and one command: make sure someone can plant the contents. The heroes must contend with patrols, rival claimants and a winter storm before the cellar is flooded.
The Widow’s Field
A widow’s field produces cabbages while every neighbour’s crop fails. The lord calls her a witch; his soldiers plan to confiscate her land. Her secret is a handful of seed given to her by a stranger after she sheltered fleeing children. The party can protect the widow, expose the diverted irrigation water that caused the other fields to fail and negotiate a communal planting that makes the miracle unnecessary.
Cloth Woven from Chains
A beautiful bolt of flax linen appears in the royal market. Whoever wears it can pass through cold without discomfort, but the weaver’s apprentices have disappeared. They are bound to the loom by a bargain the merchant concealed. Äkräs wants the linen returned to its maker and the workers freed; destroying the workshop would ruin the only households with seed enough to survive the winter.
Harvest from the Dead
A warfield begins growing beans through the armour of unburied soldiers. The harvest can save a village, but the families demand the bodies be returned intact. A captain insists his army has first claim on anything grown from the battlefield. The heroes must keep the peace long enough to bury the dead and learn why the crops have appeared.
Mythic Sources and Credits
The crop list associated with Äkräs derives from Mikael Agricola’s 1551 catalogue of Karelian divine names: peas, beans, turnips, cabbages, flax and hemp. This is a later written witness to older beliefs; it does not describe a formal temple of turnips, a fixed physical portrait, a universal holy calendar or a campaign against the Ninefold Dominion. See Agricola’s god list, translated and Agricola’s List (1551) and its historical context. For a distinct figure who sows the first trees, see Kalevala Rune II: Sampsa Pellervoinen.
The Deep Storehouse, turnip emblem, regional worship, characters, scenarios and all four game-statistics panels are original campaign material, not claims made by Agricola or official published deity statistics. Modern game rules using SRD 5.2.1 concepts are adapted under CC BY 4.0 where relevant; older rules retain their applicable licences.
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