Sampsa Pellervoinen — Sower of the First Forests

Painted portrait of Sampsa Pellervoinen, the youthful Finnic sower of first trees and living fields

At a Glance

NameSampsa Pellervoinen, “the little sower”; Pellervoinen
TraditionFinnish and Karelian creation and cultivation songs
NaturePrimordial vegetation sower and young divine attendant of the first growth
AlignmentNeutral Good; creates opportunity for life but respects its limits
PortfolioSeeds, new forests, barren land made green, the beginning of cultivation
Home planeMaterial Plane — forests and islands of northern Midgard
Divine estateThe First Furrow, a garden of new woodland on the shore of an ancient sea
AlliesVäinämöinen, Akka, Tapio
Important distinctionÄkräs guards particular cultivated crops; Sampsa scatters the seeds of the wider land
DomainsNature and Life; Plant and Earth in older editions
SymbolA golden seed growing into pine, birch and oak
Favoured weaponStaff or sickle
PetitionersForesters, seed gatherers, pioneers, gardeners and those restoring ruined ground
A golden seed becoming a pine, birch and oak
The first seed becoming pine, birch and oak — Sampsa’s campaign sign.

The warlord burns a forest to clear the road for his army. By dawn, the seedlings are taller than his watchtowers. In their shadow stands a boy with a bag of seeds. One soldier recognises him from a dream and kneels; the others reach for their torches. Sampsa offers to leave them a path through the trees, provided they carry the refugees who have been hiding there to safety.

Before the woodland had names, the small sower scattered its beginnings. In Kalevala Rune II, Sampsa Pellervoinen is called by Väinämöinen to sow an empty island. He scatters seed into swamps, sands, valleys, hills and rocky ground; from his work rise pines, firs, birches, rowans, alders and other trees. Most flourish. The great oak does not at first, and when it finally grows its branches cover the Sun and Moon. Creation gives the world life, but no one who plants can be certain how large the result will become.

Here Sampsa is an ancient being who looks young because his task is always a beginning. He does not own the kingdom of every forest. Tapio governs its living inhabitants, and Äkräs helps people cultivate food. Sampsa offers the possibility of growth—and asks whether the people who requested it are prepared for what comes afterward.

What Is Happening Right Now?

The Oak that Stole the Moon

On the eve of a frontier duke’s wedding, a tree grows through the foundations of his great hall and spreads over the surrounding valley. At night it hides the Moon completely; under its shadow an exiled family claims the right to return to their ancestral lands. The duke orders the oak felled, while a grieving bride says the tree grew from a seed her mother gave her. Sampsa will reveal who planted it, but he will not decide which household deserves the valley.

A Forest for the Exiles

Refugees have been granted an empty hillside too stony for crops. A boy offers to plant enough trees to hold the soil and shelter their homes. Their new woodland begins spreading over an old road needed by the people who refused the refugees sanctuary. Two villages now demand the boy undo his gift. The party must negotiate an honest road through the trees and keep soldiers from using the conflict as an excuse to clear the settlement.

The Seed that Would Not Wake

A wealthy abbess stores a final seed of the world’s oldest oak beneath her private chapel. It is said to sprout only when someone speaks a truth that could cost them everything. Her confessor wants it sold; a young gardener says the seed must be planted for the good of the valley. An ambitious lord offers the adventurers enough coin to secure it before anyone learns what the abbess has done.

The Sowing of the World

In Rune II, Sampsa is called “earth-begotten” and a youth of small stature. His sowing causes trees to rise in different habitats: fir on heights, birch in lower land, willows near water, rowan in sacred places. After the giant oak blocks the light, a small man emerges from the sea and fells it, allowing sunlight to return. The cutter is a separate figure; the act of felling should not be wrongly attributed to Sampsa.

The poem goes on to show that even once the trees flourish, barley is still absent. Väinämöinen must prepare and sow its seed and call on Ukko for growth. There is a world of difference between causing the first woods to grow and providing every field with limitless food. That difference shapes Sampsa’s gifts in play.

Appearance, Wishes and Worship

Sampsa most often appears as a beautiful youth with soil under his fingernails, a patched green tunic and a leather bag from which the seeds never quite run out. His eyes change colour like leaves in spring. He speaks directly and listens carefully to the old, whose experience he cannot gather merely from being powerful. He is willing to plant a refuge for a homeless family, but will not quietly help a king starve a rival city by burying its farmland in forest.

His Neutral Good nature is patient but not passive. He respects work that allows life to continue. A hunter who takes only what is needed and protects the seedlings may be favoured; a noble who demands trees for timber and burns all saplings for convenience may be denied. He does not punish a harsh winter as a personal offence or promise permanent safety to those who fail to prepare for it.

A pouch of well-kept seed, a living sapling planted after a fire or an orchard tended for strangers can serve as an offering. Different villages observe different customs. The old poetry does not prescribe a single priesthood, fixed holy days or a universal youthful portrait.

The First Furrow

Sampsa’s divine home is a living garden upon the Material Plane, on an island of the northern sea. It is reached through a path of young pines after a storm, or by boat when gulls follow a lone green branch in the waves. Each field grows a different type of tree, and the garden never looks quite the same on two visits. The Great Oak’s acorn rests on a stone table beside a handful of ordinary barley. Guests who seek the secrets of world-making are shown the barley first.

Estate and Regional Effects

Every Seed Has a Place. Sampsa can discover the conditions in which a plant will survive, but he does not conjure water and warmth where none can exist. A visitor who changes the soil may receive a new answer.

The Sapling Refuge. A threatened household can be hidden among fast-growing trees for one night. The woods are not invulnerable, and Sampsa expects the household to choose a safe settlement before the protection fades.

The Giant Oak’s Shadow. Planting the ancient acorn creates a tree with unpredictable reach. If it grows unchecked, roads are severed, gardens die without light and the Sun disappears beneath its leaves. The consequences must be clear before the players are asked whether to plant it.

Spring’s Return. Fields and forests that have been restored through shared work grow unusually strongly for one season. The effect is not a source of infinite healing, treasure or instantly harvestable grain.

Cleric Domains and Spells

The Nature and Life domains suit those who serve Sampsa. In Pathfinder 1e and D&D 3.5e, Plant and Earth are suitable older choices. The patron spell gifts below do not replace any established subclass’s official spell progression.

Spell levelDomain spell gifts
1stEntangle, Goodberry
2ndBarkskin, Spike Growth
3rdPlant Growth, Speak with Plants
4thGrasping Vine, Freedom of Movement
5thCommune with Nature, Tree Stride

The First Green. A planter who keeps a promise to restore burnt ground may receive one seed suited to the terrain. Rooted Refuge. A small grove can obscure a fleeing family until they reach safety. The Oak’s Warning. A young tree’s leaves turn dark when someone tries to force miraculous growth that the land cannot bear. These are story gifts; combat effects appear below.

Game Statistics

Original combat statistics for Sampsa’s avatar. The living vegetation of Midgard is not a single corporeal enemy whose divine existence ends at 0 HP. Attributes above 30 are permitted where the power warrants them.

Sampsa Pellervoinen’s Avatar

Large Celestial, Neutral Good

AC 21 (living bark); Initiative +3 (13); HP 406 (28d10 + 252); Speed 40 ft., Burrow 20 ft.

STRDEXCONINTWISCHA
28 (+9)16 (+3)28 (+9)20 (+5)34 (+12)22 (+6)

Saving Throws Str +16, Con +16, Wis +19, Cha +13; Skills Insight +19, Nature +12, Perception +19, Survival +19

Resistances Cold, Fire; Immunities Poison; Condition Immunities Poisoned, Prone; Senses Tremorsense 120 ft., Darkvision 120 ft., Passive Perception 29; Languages All, telepathy 120 ft.; CR 24 (XP 62,000; PB +7)

Traits

Earth Glide. Sampsa may burrow through natural soil without leaving a tunnel. Magic Resistance. He has Advantage on saving throws against spells and magical effects. Seed of Renewal. He regains 15 HP at the start of his turn while touching natural ground unless he has taken Force damage since the end of his previous turn.

Actions

Multiattack. Sampsa makes three Sowing Staff attacks.

Sowing Staff. Melee Attack Roll: +16, reach 15 ft. Hit: 31 (4d10 + 9) Bludgeoning damage plus 13 (3d8) Force damage.

Forest Born at Once (Recharge 5–6). Creatures of Sampsa’s choice within a 40-foot-radius Sphere centred on a point he can see within 120 feet make a DC 27 Strength saving throw. A creature takes 55 (10d10) Bludgeoning damage and has the Restrained condition until the end of its next turn on a failed save, or half as much damage without being Restrained on a success.

Canopy of Refuge (3/Day). A line of living trees up to 90 feet long and 10 feet thick rises within 120 feet, lasts 1 minute and provides Total Cover. Each 10-foot section has AC 18 and 100 HP; it cannot appear through occupied spaces.

Reactions

Shelter the Small. When a creature he can see within 60 feet takes damage, Sampsa reduces the damage by 27 (6d8) as branches interpose themselves.

Legendary Actions (3/round)

Sampsa takes one Legendary Action at the end of another creature’s turn, regaining spent actions at the start of his turn. Root Step. Move up to half his Speed without provoking Opportunity Attacks. Seed Snare (Costs 2 Actions). One creature within 60 feet standing on the ground makes a DC 27 Strength saving throw or has the Restrained condition until the end of its next turn. Sowing Staff (Costs 2 Actions). Make one Sowing Staff attack.

Sampsa Pellervoinen’s Avatar

Large celestial, neutral good

Armor Class 21 (living bark); Hit Points 406 (28d10 + 252); Speed 40 ft., burrow 20 ft.

STR 28 (+9), DEX 16 (+3), CON 28 (+9), INT 20 (+5), WIS 34 (+12), CHA 22 (+6)

Saving Throws Str +16, Con +16, Wis +19, Cha +13; Skills Insight +19, Nature +12, Perception +19, Survival +19

Damage Resistances cold, fire; Damage Immunities poison; Condition Immunities poisoned, prone; Senses tremorsense 120 ft., darkvision 120 ft., passive Perception 29; Languages all, telepathy 120 ft.; Challenge 24 (62,000 XP; original epic adaptation)

Traits

Earth Glide. Sampsa burrows through natural soil without leaving a tunnel. Magic Resistance. He has advantage on saving throws against spells and other magical effects. Seed of Renewal. He regains 15 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. Sampsa makes three sowing staff attacks. Sowing Staff. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 13 (3d8) force damage.

Forest Born at Once (Recharge 5–6). Creatures Sampsa chooses within a 40-foot-radius sphere centred on a point he sees within 120 feet must make a DC 27 Strength saving throw, taking 55 (10d10) bludgeoning damage and becoming restrained until the end of their next turn on a failure, or half damage with no restraint on success.

Canopy of Refuge (3/Day). Sampsa creates a line of living trees within 120 feet, up to 90 feet long and 10 feet thick. The barrier provides total cover for 1 minute. Each 10-foot section has AC 18 and 100 hit points, and the trees cannot emerge through an occupied space.

Reactions

Shelter the Small. When a creature Sampsa sees within 60 feet takes damage, he reduces the damage by 27 (6d8).

Legendary Actions

Sampsa can take 3 legendary actions, using one at a time 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. Seed Snare (Costs 2 Actions): One creature on ground within 60 feet must succeed on a DC 27 Strength saving throw or become restrained until the end of its next turn. Sowing Staff (Costs 2 Actions): Make one sowing staff attack.

Sampsa’s Avatar — CR 24

XP 1,228,800; NG Large outsider (earth, native); Init +3; Senses darkvision 120 ft., tremorsense 120 ft.; Perception +36

DEFENSE

AC 39, touch 12, flat-footed 36 (–1 size, +3 Dex, +27 natural); hp 348 (24d10+216); Fort +23, Ref +17, Will +26; DR 15/epic; Resist cold 20, fire 20; Immune poison; SR 35

OFFENSE

Speed 40 ft., burrow 20 ft.; Melee 2 slams +33 (3d8+10 plus 2d8 force); Space 10 ft.; Reach 15 ft.; Special Attacks forest born at once (Su), seed snare (Su)

Spell-Like Abilities (CL 24th; concentration +30): at will—create water, soften earth and stone, speak with plants, plant growth; 3/day—commune with nature, tree stride, wall of thorns, heal; 1/day—earthquake, miracle

STATISTICS

Str 30, Dex 16, Con 28, Int 20, Wis 34, Cha 22; Base Atk +24; CMB +35; CMD 48

Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Power Attack, Toughness, Skill Focus (Perception), Skill Focus (Survival), Improved Bull Rush, Lightning Reflexes

Skills Knowledge (nature) +32, Knowledge (planes) +32, Perception +36, Sense Motive +36, Survival +36, Heal +36, Diplomacy +30; Languages Finnish, Sylvan, telepathy 120 ft.

SPECIAL ABILITIES

Forest Born at Once (Su). Once every 1d4 rounds, Sampsa raises a 40-foot-radius tangle of roots at a point within 120 feet. Enemies on the ground take 14d6 bludgeoning damage (Reflex DC 31 half); on a failed save they are entangled for 1 round. The save DC is Constitution-based.

Seed Snare (Su). As a standard action one creature on ground within 60 feet makes a DC 31 Reflex save or is entangled for 1 round.

Sampsa’s Avatar — CR 24

Large Outsider (Earth, Native), Neutral Good

Hit Dice 24d8+216 (324 hp); Initiative +3; Speed 40 ft., burrow 20 ft.; Armor Class 39 (–1 size, +3 Dex, +27 natural), touch 12, flat-footed 36

Base Attack/Grapple +24/+38; Attack slam +33 melee (3d8+10 plus 2d8 force); Full Attack 2 slams +33 melee (3d8+10 plus 2d8 force); Space/Reach 10 ft./15 ft.

Special Attacks forest born at once, seed snare, spell-like abilities; Special Qualities DR 15/epic, darkvision 120 ft., resistance to cold and fire 20, poison immunity, SR 35, tremorsense 120 ft.

Saves Fort +23, Ref +17, Will +26; Abilities Str 30, Dex 16, Con 28, Int 20, Wis 34, Cha 22; Skills Concentration +36, Heal +36, Knowledge (nature) +32, Listen +36, Sense Motive +36, Spot +36, Survival +36; Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Power Attack, Toughness, Skill Focus (Spot)

Spell-Like Abilities (CL 24th): at will—create water, soften earth and stone, speak with plants, plant growth; 3/day—commune with nature, tree stride, wall of thorns, heal; 1/day—earthquake, miracle.

Forest Born at Once (Su)

Once every 1d4 rounds Sampsa raises roots in a 40-foot-radius burst within 120 feet. Enemies on the ground take 14d6 bludgeoning damage, Reflex DC 31 half; those who fail are entangled for 1 round. The save DC is Constitution-based.

Seed Snare (Su)

As a standard action one creature standing on natural ground within 60 feet must succeed on a DC 31 Reflex save or be entangled for 1 round.

Adventures of the First Sower

The Wedding beneath the Oak

A young bride refuses to enter her father’s hall because the tree that has grown through its floor is the same oak under which her mother vanished. The lord intends to chop it down before his noble guests arrive. Sampsa says that the seed was planted long ago and its roots have reached something buried beneath the hall. The party can protect the bride, search the roots for the hidden chamber and uncover why the father’s soldiers have been ordered to destroy every trace of the tree.

The Exile’s Green Banner

A defeated household returns to reclaim land from which its people were driven. Its supporters wave green branches and claim Sampsa himself has granted a forest there. Their enemy offers the characters gold to burn the saplings before a crowd of refugees arrives. The adventurers must decide whether to prove the old claim, negotiate shared use or defend the new inhabitants while a rival army closes the roads.

What Grew over the Graves

After a battle, saplings rise from the ground where the soldiers lie. Their branches carry scraps of ribbon bearing their names. A priest warns that the dead must be buried before the trees harden; an army captain wants them felled for timber. Sampsa offers help but asks the heroes to identify the unclaimed dead before he chooses where the forest may grow.

The Little Gardener and the King

An apparently ordinary child agrees to restore the ruined orchard around a royal hunting lodge. The next morning the gardens bear fruit, but the deepest roots have broken the stone covering a long-hidden prisoner. The king orders the child seized. The party must get the prisoner safely away and learn whether the king is protecting his realm or concealing the crime that made the garden barren.

Mythic Sources and Game Credits

The principal episode is Kalevala, Rune II: Väinämöinen’s Sowing. Sampsa plants the first trees and is distinguished from the later small man who fells the great oak. The later barley-sowing episode invokes Ukko for the crop’s growth. The hall, divine symbol, political conflicts, blessings and game-statistics panels are original adaptations rather than assertions of universal old worship or official printed deity statistics.

Mechanics draw on edition-compatible open-game material where available. SRD 5.2.1 terms are adapted under CC BY 4.0; legacy formats retain their relevant licence obligations.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top