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[Shelved][✓] [World Lore] General Botany


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Core Herb Rules

 

-Herbs, while themselves ST signed, are collected by nodes found upon the map, unless they are listed as "Not-st-signed", in which any player may roleplay gathering them.

-Items made from herbs, such as botanicals, salves, treated items, and so on, do not require ST Signature (Unless alchemical in nature, or otherwise specified).

-Items must still fully abide by the rules and redlines of the lore, which must be clearly stated upon the item. 

-Items must still follow by rules of Techlock-Medical and Poisons.

-One may not "make up" or "imply" a use with a herb item, such as implying one could knock someone involuntarily unconscious with blissfoil. Herbs and herb items must clearly follow the lore they are from.

-Salves and equivalent items are player signed, and do not require an ST Signature.

-Medpacks and equivalent items are player signed, but require all herbs used to be denoted on the item with a count, an example being two blissfoil and one Tippens. 

-Items made with ST-Signed herbs should require an appropriate amount of herbs per item. Players will have the responsibility of disposing of used herbs.

 

 


The Core Herbs of Alchemy

 

In constructing most of their salves, elixirs and potions, Alchemists rely upon herbs as well as other reagents as key components to each recipe, signified usually by their signs and symbols.
It should be noted that several times throughout this list, the terminology ‘Signs’ and ‘Symbols’ are referenced, which can be found in more detail here.

Furthermore the vague measurement of ‘count(s)’ is used in explaining the uses of several of the herbs. Each ‘count’ or ‘measure’ used in this context is meant to equal what would RPly equate an MC item representing a herb in a character’s possession. 


Ant’s Blight

Spoiler

Sign(s): 


Earth

 

Symbol(s): 

 

Connection x2

Weakness x2

Death x1

 

Appearance: 


The Ant’s Blight fungus appears as a swarm of tiny, shiny black spots on the bark of a tree. However, its interconnected roots can run fairly deep, as it must be able to drink from its host’s water supply effectively. The ant-like spots range in scale from roughly the size of a mustard seed to the size of a pinto bean. 

 

Location: 
An uncommon plague on most types of fruit trees, primarily found in orchards where fruit trees are tightly packed.

 

Harvesting: 


They release their spores around the early spring months, but can also spread through the fruit of the trees they infect. The seeds from inside these fruits, if planted, are guaranteed to grow trees that are also contaminated by the blight. It is these infected fruits that must be processed if one wished to utilise Ant’s Blight’s Symbolic properties.

No noteworthy tools or procedures are necessary for harvesting.

Ant’s Blight can be ‘farmed’, also; this is conducted by intertwining its roots with artificially erected walls of wood, stone, brick or sandstone in desert or controlled greenhouse environments in direct sunlight.


Raw Effect(s): 


Fruit from trees infected with Ant’s Blight develop tumor-like growths and other grotesquely mutated features, and taste rotten and disgusting if eaten, like the ants themselves. 

 

Redlines: 


-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-The mutation brought on by Ant’s Blight will only affect the shape and flavour of fruit. It has no impact on nutritional value.
-One cannot remove the blight simply by scraping the ‘ants’ off, for if the roots are still there, they will just grow back. Trees only infected at the branch must have said branches removed, in the same way a tree surgeon would also prevent the spread of unwanted rot.
-Ant’s Blight will only infect fruit trees (not bushes or fruitless trees) where infected branches are either connected to the same trunk or within a 3 block range of one another whilst spores are released.


Goblin’s Ivy

Spoiler

Sign(s): 

Earth


Symbol(s): 
 

Life x2

Poison x2 

Endurance x1
 

Appearance: 

One of the most easily found flora of the deserts, this plant is easily identified as a brownish green vine with small leaves. 

 

Location: 

Clinging onto old buildings or ruins in deserts, and on cliff sides in dry climates. 

 

Harvesting: 

A resilient plant, able to survive in extreme hostile conditions, and with a very low or no amount of water close by. Removing it also becomes a problem, as it will regrow on the same spot if its roots are not either pulled free or burnt. 

No noteworthy tools or procedures are necessary for harvesting.

Goblin’s Ivy can be ‘farmed’, also; this is conducted by intertwining its roots with artificially erected walls of wood, stone, brick or sandstone in desert or controlled greenhouse environments in direct sunlight.


Raw Effect(s): 

A few poisons may be created by use of this reagent, to create nausea or mild dizziness. This would be achieved by grinding the leaves before boiling them; effects being yielded from the remnant liquid once ingested.


Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Farmed Goblin’s Ivy requires a vertical 3x2 block space in direct view of sunlight, as well as a desert or temperate greenhouse environment at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It does not require water to grow.
-Poisons made from raw Goblin’s Ivy can at most cause heavy vomiting that subsides within a narrative hour after ingestion. No dosage can be made lethal, and in fact medicinal purposes could even be utilised in purging recently consumed toxins such as Thanhium from the individual’s stomach.


Saffvil

Spoiler

Sign(s): 


Earth

 

Symbol(s): 

 

Death x2

Curtailment x2

Chaos x1

Impediment x1
 
Appearance: 


A nasty smelling herb, many alchemists make use of their nose when trying to find it. It appears as a dark green grass.

 

Location: 


This weed grows on the corpses of most organic creatures it comes into contact with.

 

Harvesting: 


This plant is highly contaminant, as it spreads very quickly onto any dead or decaying biomass it comes into contact with and will only be removed once said host is purged of all liquid or its connection to the host is sterilised by alcohol.

Should one wish to harvest it, one should avoid bringing it into contact with dead skin or leather (or otherwise animal or plant based) clothing, as it will thinly latch on to said materials, only purgeable by bathing the contaminated areas in strong alcohol or by outright burning them.

Saffvil can be ‘farmed’, also; this is conducted by spreading Saffvil on decaying meat, which must be consistently replenished. Due to the rapid spread of and difficulty in removing the plant, it is also noted Saffvil ought to be farmed in a contained environment with no open spaces between it and other herbs, livestock, food or so on. Saffvil does not require sunlight or watering to grow.

 

Raw Effect(s): 


In its raw form, Saffvil’s main use comes from its stench, carrying the potent odor of decaying flesh with whatever material it has gotten itself stuck to. 

Saffvil can also be used to accelerate the process of composting; once it has leached all of its relevant nutrients from a decaying animal, the remnant powder amidst its bones can be mixed with water to be repurposed as a nutrient rich fertiliser.

 

Redlines: 

 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this reagent will lose all of its raw effects and harvesting capabilities.
-Farmed Saffvill requires a horizontal 2x1 block space at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It does not require water or sunlight to grow, though must be consistently ‘fed’ no less than one salmon’s worth of dead meat every OOC week.
-The fertiliser bi-produced from flesh Saffvil has grown upon has no special effects bar its high nutrients for farming; when mixed with water non-Alchemical plants will be sustained by it to the same extent as volcanic ash.
-Saffvil spores will eventually spread onto and coat plants within a 10x10 block radius if no physical barriers are put up to contain it.
-Saffvil has no potent toxic effect when ingested, though individuals may choose to be nauseated to the point of vomiting from its stench if they like. When eaten one would be afflicted with god awful breath at worst, which might be purged by Goblin’s Ivy-induced vomiting or eventual digestion over the course of three narrative days.
-Whilst the stench of Saffvil is notably rancid smelling, it wouldn’t be potent enough to distract individuals from spellcasting or disrupt combat.

 

Alabaster Leaf

Spoiler

Sign(s): 


Earth

 

Symbol(s): 

 

Rigidity x3

Growth x2

Purity x2

 

Appearance: 


A common looking weed, similar in appearance to dock leaves, mostly discernible by its alabaster colour.

 

Location: 


Dry forested regions, along fallen trees and naturally decaying wood.

 

Harvesting: 


Alabaster leaves would need to be harvested by separating the leaf from the stem.

No noteworthy tools or procedures are necessary for harvesting.

 

Alabaster Leaf can be ‘farmed’, also; when planted amongst decaying wood, either along a felled tree or by simply mixing sawdust with soil, Alabaster Leaf will stem up and be harvestable as wild if allowed a dry climate (moisture coming from the rotting wood) and regular sunlight.

 

Raw Effect(s): 


When ground into a paste, Alabaster Leaves serve as an excellent paint and dye, its alabaster colour staining whatever it coats and requiring extensive scrubbing to remove. When ingested, it also yields dizzying, mild nauseating effects.

 

Redlines: 


-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Alabaster Leaves will at most cause dizziness akin to having been spun around several times, lasting for ten narrative minutes at most after ingestion. It will not induce vomiting unless the victim of its poisoning is naturally queasy (in essence leaving that up to the player) and will not cause long term damage to the body.
-Alabaster Leaves when ground up for paint will not irreversibly stain objects; whilst it’d serve the purpose of painting most materials semi permanently - and different shades can be extracted by watering the paste down - it can be scratched off by mundane scrubbing (with a similar amount of effort to cleaning paint from a wall or scrubbing weak dye from one’s clothes, hair or skin)
-Symbols can only be yielded from the physical leaves of Alabaster Leaf. The stems are useless in Alchemy.
-Farmed Alabaster Leaf requires a 1x1 block space at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It requires decaying to grow alongside, which ought to be saturated before planting then left dry throughout the lifespan of the plant, as well as an otherwise temperate, dry climate and unobstructed access to sunlight. 

 

Tippen’s Root

Spoiler

Sign(s): 


Earth

 

Symbol(s): 

 

Impediment x3

Curtailment x1

Connection x2

Order x1

 

Appearance: 


A dark-spotted yellow root with purple flowers.

 

Location: 


Hills and in dense forests, beside fallen trees and animal carcasses. 

 

Harvesting: 


The flowers of Tippen’s Root contain no symbols nor raw effects; all of its properties are contained in its roots, which in turn must be crushed into a salve for use.

Tippen’s Root can be ‘farmed’, also; when planted amongst decaying wood, either along a felled tree or by simply mixing sawdust with soil, the root will stem up and be harvestable as wild if allowed a tepid and regular sunlight.


Raw Effect(s): 


When its roots are crushed into a salve, Tippen’s Root releases a foul odor akin to rotten eggs, making it difficult to handle without suppressing one’s sense of smell. 

In this form, however, the root also serves as an effective coagulant, blocking blood flow on flesh-wounds within seconds after application. 

 

Redlines: 


-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Tippen’s Root is useless for alchemy in its natural form; its flower must be discarded and its roots crushed into a salve to yield its Symbols and Raw Effects respectively.
-Tippen’s Root will stop blood loss from wounds within moments of applying one full measure to a cut, causing them to scab over over the course of a narrative hour before its effects wear off. It will not however heal past skin level, meaning injuries will still remain for their natural healing process after application and organ failure (with the exception of that caused by perforations in the digestive tract) can not be remedied by the root.
-Blood lost prior to Tippen’s Root’s application is still lost and low blood levels from bleeding should be roleplayed accordingly.
-Tippen’s Root has no numbing nor disinfectant properties.
-Tippen’s Root has no potent healing effects when ingested, bar clotting wounds exclusive to the digestive tract. Consumption where no such injuries are present will cause crippling constipation for three narrative days.
-Whilst the stench of Tippen’s Root is notably rancid smelling, it wouldn’t be potent enough to distract individuals from spellcasting or disrupt combat.


Blissfoil

Spoiler

Sign(s): 


Water

 

Symbol(s): 

 

Peace x3

Coldness x2

Silence x1

Balance x1

 

Appearance: 


An array of tiny blue flowers upon a thin stalk.
 

Location: 

Under the branches and upon the trunks of birch trees. 

 

Harvesting: 


The stem of Blissfoil contains no symbols nor raw effects; all of its properties are contained in its flower petals.

 

Blissfoil can also be ‘farmed’ on a live birch tree.

 

Raw Effect(s): 


The petals of Blissfoil contain a potent numbing effect upon physical touch. Serving chiefly as a pain reliever, Blissfoil can completely numb the nerves of an area over-exposed.

 

Redlines: 


-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-A full measure of Blissfoil will dull pain to half of the amount prior experienced from an area when put in physical contact with flesh for a narrative minute, lasting for three narrative hours. 
-Absolute numbing of an area can only be achieved if two full measures are put in physical contact with flesh for three narrative minutes, at which point the parts to which it has been applied will experience sensory paralysis, lasting for one narrative hour.
-Paralysed organs will continue to function; Blissfoil’s raw effects are not fatal.
-Handling Blissfoil’s petals will require skin protection lest its numbing effects also be applied to the handler.

-Farmed Blissfoil requires a living birch tree to be grown on, and will regrow at the rate of 1 count per 3 OOC days. It will grow in the same conditions necessary to keep the birch tree healthy.

 

Frost Vine

Spoiler

Sign(s): 


Water

 

Symbol(s): 

 

Freezing x4

Weakness x1

Order x2

 

Appearance: 


A thin blue vine that is cold to the touch.

 

Location: 


Forests, specifically in colder taiga where it is wrapped around the trunks of evergreens. This plant will also seek shade, enough where it is covered for the majority of the day by its tree-host’s canopy.

 

Harvesting: 


Due to its inherent coldness, one runs the risk of their hands numbing after prolonged handling of the vine, to the point where it is difficult to grasp and pull from the source.

It is suggested utensils or thick gloves be worn to preserve one’s hands whilst harvesting.

 

Raw Effect(s): 


In its raw form, the vine in abundance will mildly lower its surrounding temperatures and numb sensitive body parts like faces and fingers after prolonged physical touch. When saturated and ground into a salve, this numbing effect reaches its peak; numbing physical aches and stinging by absorption through the skin. 
 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-In its natural form, Frost Vine will only numb especially sensitive areas after five narrative minutes of physical contact with said area. This numbing effect is not potent enough to soothe injuries.
-As a salve, Frost Vine will numb injuries up to that of flesh wounds after five narrative minutes of saturation. This would notably use at least half of one measure of the Reagent.
-As a salve, Frost Vine has the potential to numb limbs from the hand or foot to the elbow or knee after five narrative minutes of complete saturation. This would notably require one full measure of the Reagent. This’d notably be too much to coat over a weapon for the desired effect; doing so would even be counterproductive, effectively lessening the pain impacted on one’s opponent in the long term.
-No tissue other than skin and muscle be numbed. Similarly, numbing will not spread deeper than one’s joints or ribcage. When utilised as a salve, Frost Vine must be applied and absorbed through the outer skin/ exposed flesh. It yields no benefits when drank or injected.
-The pain-relief utilisation of Frost Vine will only numb injuries after enough time; they would not provide any benefit to healing or repair, especially not the extent of being able to ‘shrug off’ injuries in CRP.
-Frost Vine cannot be farmed.

 

Elf’s Hair Vine

Spoiler

Sign(s): 

Air, Earth


Symbol(s): 
 

Grace x4

Peace x1

Balance x2

Clarity x2

 

Appearance: 


Its vines are thin and white, and have the texture and softness of Elven hair (which is where the name comes from). The vine sprouts small white flowers that grow from its stem. Each flower is decorated with a multitude of petals, perhaps thirty on one alone. 


Location: 
 

Mountaintops, specifically in altitudes which accommodate freezing temperatures.
 

Harvesting: 
 

One must be careful as the breeze will easily blow away these fragile petals far into the wind, and it being on a mountain top means that their retrieval is highly unlikely. If the slightest wind may cause these petals to be cast away, surely a clumsy alchemist must be precise as to not damage the petals. If the petal is bruised in the slightest way during gathering and not quickly used, it will entirely ruin its use, making it useless for its 'Grace' quality. 
 

Raw Effect(s): 
 

Elf’s Hair Vine possesses no unique qualities in its raw form.
 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-All counts of the Grace Symbol are tied to the petals of Elf’s Hair Vine; if anything short of a complete flower is harvested, these properties are lost.
-Elf’s Hair Vine cannot be farmed

 

 

Serpent’s Stalk

Spoiler

Sign(s): 


Water
 

Symbol(s): 

 

Growth x3

Coldness x2

Swiftness x3

 

Appearance: 


An emerald-hued stalk with strips of lighter green and brown along its length, appearing almost like mere sugarcane. Varies in size. 

 

Location: 


The edges and shallows of still bodies of water in all environments. 

 

Harvesting: 


One must cut the lowest part of the stalk at its base in order to reap a measure containing symbols, signs and the plant’s raw effects.

Serpent’s Stalk can also be ‘farmed’ in a manner akin to rice, submerging seeds or roots in water no deeper than a puddle or planting it directly on the edge of a body of water.


Raw Effect(s): 

Serpent’s Stalk can be consumed with a rather bland taste and will mildly lower body temperature upon consumption.

Serpent’s Stalk is also poisonous to insects and small rodents (sized no larger than a rat) when consumed in any solid form. 

 

When crushed up and mixed with water, a salve can be produced which can sooth pain inflicted by burns.  
 
Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-The lowered body temperature brought on from consuming one measure Serpent’s Stalk is not enough to be fatal, though excessive consumption (past three measures in the span of a narrative hour) will induce hypothermia. 
-The cooling effect of Serpent’s Stalk as a salve will numb the pain of first degree burns whilst dulling second degree burns to an irritable stinging with one measure, and numb the pain of first and second degree burns whilst dulling the pain of third degree burns (if any nerve endings remain intact) to an irritable stinging with two measures.

-Serpent’s Stalk has no potent healing effects

-Serpent’s Stalk’s use as a pesticide will only prove fatal to creatures of rat size or smaller. Small animals like cats and dogs will be made sick by Serpent’s Stalk though will eventually recover if kept in otherwise good health whilst beings of halfling size or above will be completely unaffected by its toxicity.
-Farmed Serpent’s Stalk will require a 2x2 or 2x1 block space to grow in, where the plant must respectively be adjacent to a block of water or submerged in its shallows. Whilst Serpent’s Stalk will grow in any climate above freezing point it will require at least indirect access to sunlight and thereby will not grow in water deeper than one block. When cut from the bottom of the stalk it can be gathered at a rate of one count per three OOC days.

 

Mandragora

Spoiler

Sign(s): 

Water

 

Symbol(s)
 

Separation x1

Impediment x3

Fear x2

Lethargy x1
 

Appearance: 

Thick green leaves flowing out of the swampwate, leading down to a parsnip-like plant.

 

Location: 

Wet marshlands and swamp ponds.

 

Harvesting

Spores are released by the plant when movement is detected within a 3x3 radius. Should one be able to approach the plant, they will only require the bulb to reap its signs, symbols and raw effects.

 

Mandragora can also be ‘farmed’, should they be provided with a suitably humid and boggy mud to grow in, under shade.


Raw Effect(s): 

Can be a delicious garnish or used to make a rejuvenating tea, boosting the regeneration of flesh following consumption. 

The leaves are useless, as the “meat” of the plant has all of its nutrients. Getting too close to a Mandragora will cause it to release narcotic spores which will cause one to seize up into paralysis if inhaled.
 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-The regenerative effects of Mandragora do not affect bone healing and will only double the pace of a natural healing process already occurring when applied as a salve or stew to the relevant area. Simply consuming it when not targeted at a part of the digestive tract will cause tumours and ulcers to grow along said area, causing unwanted growth if a healing process isn’t already underway. The same applies to over-application; when more than one measure of Mandragora is used to heal an external injury it will quicken natural healing processes fourfold instead of twofold, though will also cause permanent cysts, growths and warts to permanently surface along healed tissue.
-The paralysing effect of the spores is lost soon after release from the growing plant, making them impossible to harvest for additional uses.
-The spores are not deadly on their own, but rather can cause one to become paralysed and fall in the swampland mud, drowning them. This paralysis lasts for half a narrative hour if one full measure (released in a 3x3 block radius of a living plant) of the spores is inhaled.
-Mandragora requires a 1x2 block vertical space to be farmed in, the bottom two being made up of one water and one dirt that is not in direct sunlight. A single plant will grow in this space, producing one measure every three OOC days. This space will also release spores periodically across a 3x3 radius (from the ‘plant’ block) if not covered over.

 


Drake’s Tail

Spoiler

Sign(s): 
Fire

 

Symbol(s): 
 

Heat x4

Burning x3

Rage x3

Balance x2
 

Appearance: 

Thin dusky red vines akin to veins, adorned with small thorns and always clinging stone.

 

Location: 
 

Deserts, at awkwardly specific points in humidity and temperature between an Oasis and wasteland. It will furthermore only be found under shade and growing around stone. These conditions render the plant exceptionally rare. It cannot be farmed.
 

Harvesting: 
 

The complete vines, root and stem will need to be collected in order to reap an equivalent measure containing the plant’s signs, symbols and raw effects.


Raw Effect(s):
 
When pricked by one of the living plant’s thorns, individuals will be subject to a fever that rapidly progresses into a comatose state. Drake’s Tail’s venom is nullified as soon as it is harvested and yields no other remarkable effects.

 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Drake’s Tail can not be farmed thanks to its considerably difficult climate requirements. 
-The venom of Drake’s Tail’s thorns will induce a fever lasting ten narrative minutes before the stung individual will be rendered unconscious for a narrative day. This venom only exists in the plant whilst still alive and growing in the wild, the thorns of a picked measure of Drake’s Tail being rendered inert. 
-One count of Drake’s Tail requires the full plant.

 

 

Athin

Spoiler

Sign(s): 


Water

 

Symbol(s): 

 

Coldness x3

Weakness x1

Purity x1

 

Appearance: 


A light blue but otherwise ordinary looking moss.

 

Location: 


Beneath the ice atop frozen ponds, lakes and rivers in any landscape below freezing point, as well as beneath glaciers and icebergs

 

Harvesting: 


Athin is very simply scraped from beneath the frozen sheets, either by submerging oneself or by pulling the ice out to bring the moss to the surface. It cannot be farmed.


Raw Effect(s): 


The base plant of Athin is completely flame retardant, inflammable up to temperatures similar to the melting point of most metals, where in such extremes it will combust. 

 

It has no desirable effects from consumption, though when dried and ground to a powder it can be boiled with fabrics and leather to make it fire resistant, or alternatively mixed with lard to wax onto metal objects for a similar use.

 

It is also notably cold to the touch; whilst less potently cold than Frost Vine, Athin can still induce hypothermia after prolongued use in the wrong environment.

 

Redlines: 


-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Athin can not be burned or used as kindling, unless in the extreme heat detailed above.
-Athin is cold to the touch though yields none of the numbing effects found in Frost Vine. If a full set of Athin-treated clothing or Athin-waxed armour is worn in any environment colder than tepid, it will induce hypothermia after a narrative hour without protection such as layers between the wearer and the Athin, or other temperature raising countermeasures.

-Athin treatment and/or waxing will prevent the treated item from catching flame, making it flame-retardant. However, despite the flame-retardancy, people or items within, beneath, above, etc will be vulnerable to flame or heat directed at them. The Athin treated item itself will be protected from intense heat for ten narrative minutes, before the treatment/wax is ‘used up’, resulting in conflagration or combustion. 


Jailer’s Moss

Spoiler

Sign(s): 

Air

 

Symbol(s): 

 

Chaos x2

Instability x3

Agility x3

Slowness x2

 

Appearance: 

A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for a thin mucus coating its leaves.


Location: 

Swampland, humid caves and and waterfalls, clinging to damp walls.

 

Harvesting: 

The leaves and stem of the moss are what contain the plants signs, symbols and raw effects. 

The Jailer’s Moss can also be ‘farmed’, requiring only running water or exceptional humidity and a stone surface to cling to.
 

Raw Effect(s): 
 

The leaves of Jailer’s Moss will irritably cling to all but glass and metallic surfaces, often mistaken for sticky weed when found clinging to a spelunker’s clothes.
 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-The faux stickiness of Jailer’s Moss persists long after the plant dies though not enough to completely immobilise a full-sized descendant, each measure only capable of securely holding 4kg like Velcro before the leaves break. Double the force necessary to lift a ‘stuck’ object is required to remove it from a measure of Jailer’s Moss’ hold or to pluck Jailer’s Moss from it.
-Jailer’s Moss will cling to any solid surface besides metal or glass, meaning pulling it off of one surface with one’s hand will likely render it stuck to a non-metallic or glass glove or the skin of one’s fingers unless a roll of 15+ is achieved. 
-The hooks on Jailer’s Moss are too thin to cause any real damage beyond mild irritation when embedded into the skin and will break long before skin can be broken when it is stretched by pulling the moss off.
-Jailer’s Moss requires a 1x1 block vertical space to be farmed in, either submerged in or adjacent to running water from at least 5 blocks away. A single plant will grow in this space, producing one measure every three OOC days. 

 



Desert Berry Bush

Spoiler

Sign(s): 

Fire
 

Symbol(s): 
 

Courage x2

Heat x1

Balance x1
 

Appearance: 

Akin to a withered rose bush without leaves and long brown stalks with thorns, usually covered in bright red berries.
 

Location: 

Desert Berry Bush grows exclusively amongst cacti in deserts and canyons.
 

Harvesting: 
 

One must pick eight berries in order to reap an equivalent measure containing symbols, signs and the plant’s raw effects.

The berries can also be ‘farmed’ if planted beside a healthy cactus and given enough light and heat.


Raw Effect(s): 


Desert Berry Bush has no especially noteworthy effects in its usual state. 

Its Berries are extremely sweet tasting and non-toxic, providing a mild amount of nutrition. 
 

Redlines: 

-All Reagents must be gathered through RP and represented by ST approved items.
-When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
-Eight berries are what constitute a count of Desert Berry Bush for use in harvesting its symbols. 
-Farmed Desert Berry Bush requires a vertical 2x2 block space in direct view of sunlight containing sand and a live cactus, as well as a desert or temperate greenhouse environment at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days.

 


 

Submitting New Herbs


A number of older plants have been removed due to their lack of flavour and real contribution to Alchemy and Herbology RP, as well as the sheer fact there are already so many herbs as is listed above. I would encourage anyone looking to submit new herbs to follow this format, which shall also be included in the main Alchemy Hub thread when posted.
 

Spoiler

Should one wish to submit new Reagents in Alchemy, they would need to follow the format of:


Title (Reagent Name)
 

Sign(s): 

(Whether the Reagent is categorised as Earth, Water, Air, Fire, Aether or a mix of the five. Reagents with multiple Signs should be written in descending order of priority for said Reagent)

 

Symbol(s): 

(Which Symbols – if any – are contained in the Reagent when processed in alchemy, and how many counts of that Symbol can be extracted from a single measure of that Reagent; denoted as ‘x1, x2, x3’ and so on after each Symbol)

 

Appearance: 

(How the Reagent appears in its natural form)

 

Location: 

(Where the Reagent is usually found in the wild)

 

Harvesting: 

(How the Reagent is harvested - should special harvesting techniques be required, that is - as well as how it might be ‘farmed’ if suitable)

 

Raw Effect(s): 

(Any and all uses the Reagent might have outside of Alchemical processes. Note: it is expected all Raw Effects are purged from a Reagent when utilised for its Symbols in an Alchemical process, so as to prevent stacking properties and super-potions)

 

Redlines: 

(The Redlines of that Reagent and hard restrictions on how it should be procured or Roleplayed in its raw form)


 

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Mathematical! I mean... radical???? Alchemical?? Occult??? Herbal??? how many more must suffer 

Edited by SourDough
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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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Lore has been shelved and moved to the appropriate subforum. If you have questions about why this specific lore has been shelved, please contact an ST Manager or the ST Administrator.

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