Luciloo 2647 Popular Post Share Posted June 10, 2020 The Hedgewitch’s Healkit Magical Kaleidoscope For millennia the hedge-witches, wise women, medicine men and herbalists of the world have used nature’s bounty to provide medicine for the day-to-day ailments of their people. Before the development of weird and wonderful alchemical concoctions, healers made use of flowers, bark, berries, seeds and fruits to create their remedies, albeit to a lesser strength than the works of alchemists. Of these ancient healing herbs, there are two categories into which they can be divided. Curious Cuttings, Crops and Collectables These plants have potent, unique or nigh-magical properties. They are LOTC’s fantasy-themed flora, which all require ST oversight when gathered, and their items or resulting remedies will require ST-signing. Aqua Nymph Sign(s): Water Symbol(s): Grace x2 Order x1 Endurance x2 Freezing x1 Appearance: An aquatic plant with large leaves which grows in circular figures bending downwards. Its green-brown, slimy appearance, as well as the shape of the plant, leads many to mistake it as toads sitting at the ground of a pond. The plant grows a cluster of small, pod-like bulbs which are the same colour as the foliage. These bulbs eventually flower into small and bland, white blossoms. Location: Aqua Nymphs are found in humid biomes such as swamps and jungles. They grow within shallow, murky freshwater like ponds and the edges of lakes. Harvesting: The desired healing and alchemical properties are in the bulbs, so the plant must be harvested before they flower. These bulbs are delicate, and simply touching them causes them to burst, destroying any potential use. In fact, if any part of the plant is damaged, including its roots, then its properties become null. Successfully harvesting requires one to dig around the plant's base, and to carefully lift the whole plant out and transplant it into a jar or pot. Note that the jar must be wide enough so that the bulbs do not touch the sides. Aqua nymph cannot be farmed. Raw Effect(s): Boiling the entire plant and reducing it until the water evaporates leaves behind a thick oil which holds the plant’s alchemical properties. This oil is also a powerful aid to scar treatment, but takes a thorough course of use before any effects may be seen. Healers may combine it with other skin treatments and the like, to help mitigate the appearance of heavier scarring. Oral consumption of the oil burns the throat and may cause disruption to airways, resulting in difficulty breathing. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -Aqua nymph must be processed into an oil to acquire the Symbols necessary for alchemical works. The whole undamaged plant must be rinsed and then boiled in water, then reduced slowly to produce the oil. -One full measure of aqua nymph produces 5oz of oil for the use of scar treatment. -5oz can be used for up to one human palm-length scar, with one palm-sized dose being 1 oz. -One dose of 1 oz. aqua nymph oil per narrative week, for five weeks, will visibly reduce the scarring of a third-degree burn to that of a second-degree burn; and second-degree burns to a first-degree burn. -This may also minimise other small scars from various minor cuts. -Aqua nymph oil does not prevent the scarring associated with Paladin or other ‘Holy’ healing abilities. -Aqua nymph oil only reduces the scarring of flesh, and does not prevent or treat the pain. -Ingesting the oil will result in breathing complications and burning of the throat. -The alchemical and healing properties of this herb are lost if the bulbs are touched or if the plant is damaged. -Aqua nymph may not be farmed. Beard Weed Sign(s): Earth Symbol(s): Growth x3 Life x1 Swiftness x2 Appearance: A dark green moss which grows under heavily shaded areas, supporting itself on the branches and trunks of trees. The moss produces an oily residue on its surface. It hangs down in an untamed and ragged fashion. Parts of the moss that are exposed to too much sunlight will darken and shrivel up over time. Location: Found on lowest trees that grow in thick jungles and forests. Grows on the lowest branches, where sunlight is least present. Although rare, it grows in large quantities at a time. Harvesting: The moss should be harvested with gloves to prevent accidental absorption of the oils, which can cause hair growth or sickness. It can be easily removed from the wood, but separating the darkened and healthy sections of the moss is a tedious task. Beard weed cannot be farmed. Raw Effect(s): Depending on how the moss is prepared, the raw effect is one of three outcomes. Oil pressed from a healthy section of moss stimulates hair follicles, thus encouraging hair growth. This can promote a faster growth of already-established hair, or can even grow new patches of hair from underlying hair follicles. The oil excreted by the sun-exposed, dying patches of the moss has a strong side-effect. When this variant of the oil is absorbed by the skin, it induces a sickness with the symptoms of nausea, diarrhea, and internal bleeding within the digestive system. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. - One measure of beard weed has a half measure of healthy moss and a half measure of sun-exposed moss, together producing six ounces of oil. - The oil pressed from beard weed encourages the growth of hair, and can grow new patches of hair from underlying hair follicles when absorbed by the skin. - Three ounces of the oil from a sun-exposed, dying measure of beard weed induces nausea, diarrhea, and internal bleeding in the digestive system when absorbed by the skin. The sun-exposed section must be separated before collecting oil from the healthy section to prevent this. - Two measure of beard weed decocted and produced into a syrup will give a maximum of four doses. - Consuming more than two doses is an overdose and produces the side effects of the dying, sun-exposed oil. -Beard weed cannot be farmed. Blood Lotus Sign(s): Earth, Water Symbol(s): Strength x3 Vigour x2 Rigidity x2 Appearance: A woody bush which roots itself into small clefts and recesses, then grows outward over cave mouths or down cliffs and other shear edges. The stems are thick and weeping, like the branches of a willow tree, which support small round olive-coloured leaves. When flowering, the heads are large and hold numerous layers of deep red to purple petals. Location: Subtropical regions, typically grows around cliff-faces and cave mouths. Harvesting: Cuttings from the ‘vine-like’ stems should include leaves and flowers for maximum benefit. Can be ‘farmed’ in any suitable climate among crags, over cliffs or about caves. Require little maintenance. Raw Effect(s): The flowers, leaves and stems are very nutritious and can be used as a filler to bulk up meals. One may best utilise this quality by chopping and adding blood lotus to soups and stews. It is most often offered to those suffering from blood loss or sickness, to boost the body’s recovery. Blood lotus has a strong metallic taste and aroma, as its name might suggest. Excessive consumption may lead the skin to discolour to a bright red-orange, and in extreme cases leads to calcification of the kidneys. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full harvest of blood lotus added to soup or stew, will effectively ‘bulk’ it to an additional two portions. -Blood lotus added to one meal each narrative day for a narrative week, will help to recover from mundane diseases and blood loss. -This is a very slow recovery, requiring rest and other measures. -Blood lotus offers minor health benefits as part of a variety, healthy diet. -Blood lotus is not a miracle cure. -The degree to which one could be poisoned by blood lotus is not feasible within a roleplay setting. -Farmed blood lotus requires a hot climate and rocky outcroppings, cliffs etc. One farmed plant will produce one measure every 3 OOC days. Coltsfoot Sign(s): Earth Symbol(s): Curtailment x1 Poison x1 Life x2 Appearance: Clumps of bright yellow flowers upon greyish green stems, resembling dandelions. Flowering during early Spring, the hoof-shaped leaves which earn its name, wither and die toward the Summer. They do not typically grow beyond 12” in height. Location: Found worldwide, but frequently by paths and roads. It is considered a weed by many. Harvesting: The leaves and flowers hold the best crop of the plant's beneficial qualities. It may be farmed virtually anywhere, but prefers temperate to subarctic regions. Raw Effect(s): Infused into a tea or decocted, the leaves and flowers assist with coughs, colds, flu and fever symptoms. Additionally this extends to disturbances of the respiratory tract, as a crude treatment for asthmatic-like complaints. Applied externally, it aids the recovery of gout. The roots hold toxic properties if consumed, and excessive consumption of the leaves and flowers leads to growths and toxicity of the liver. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full harvest of coltsfoot infused into a tea offers five doses, with minor health benefits. -One full harvest brewed into a decoction or syrup offers three doses which can flush the respiratory tract of irritation, or help to open the airways during episodes of shortened breath. This may be drunk, breathed in through steam or applied to the chest. -The degree to which one could be poisoned by coltsfoot is not feasible within a roleplay setting. -Chronic use of coltsfoot can result in cancerous growths within the body. -Farmed coltsfoot has no special requirements and may be grown in one’s garden etc. A single farmed plant can give one measure every 3 OOC days. Cryptus Mushroom Sign(s): Earth Air Symbol(s): Death x1 Swiftness x2 Reduction x2 Appearance: A very brittle and dry brown fungus that takes the shape of upright slabs, and grows like “flakes” in close layers. Location: Most commonly found growing in caverns upon the corpses of animals. Less commonly, grows in the same caves upon rotting wood. In crypts, it is common to find this fungus growing on the rotting bodies, hence its name. Harvesting: The fungus will often need to be removed of the rotting flesh it roots itself deeply into. Otherwise, harvesting is quite easy. Cryptus mushrooms may be farmed in pitch-black conditions, with the heavy addition of rotting meat to its soil. Raw Effect(s): When the brittle fungus is grinded into a powder, it may be sprinkled over objects to quicken their drying rate. This is most helpful to herbalists to quickly dry plants, or to chefs to do the same to both herbs and meats. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -Cryptus mushrooms do not kill, they aid in air drying. -The drying effects have no benefit to a combat scenario. -Cryptus mushrooms may be farmed in pitch-black conditions with rotting meat heavily added to its soil. One farmed plant will grow one measures per 3 OOC days. Diddyfunkle Sign(s): Water Symbol(s): Dark x3 Lethargy x2 Poison x2 Slowness x1 Appearance: A flowering herbaceous plant which resembles the passion flower, for its open star-shaped heads. The petals open wide and are typically a very pale green, or white, with an interior fringe of rich purple hair-like tendrils dubbed ‘diddyfunklites.’ From under these flowers grow small globe-like pods, which are an attractive orange colour. The waxy leaves are ovoid with a pointed tip and green in colour. Diddyfunkle rarely reaches over a two feet in height. Location: Diddyfunkle grows well in tropical and subtropical jungles, and is sometimes found upon plains when there is adequate rainfall. Harvesting: The pods are the fruit of the plant and can be picked safely, as long as the diddfunklites of the flower are avoided. Farming diddyfunkle requires warm, moist conditions and light to shady sun exposure. Raw Effect(s): If the fruit is not prepared correctly, then it produces strong hallucinogenic effects and can lead to poisoning. This is best avoided by pressing the fruit for the nectar-like juice inside, then removing the pod by hand. Heating and straining the juice will further remove the chance for poisoning and adverse effects. If prepared correctly, the thick juice has a pleasant fruity citrus flavour, and may be used in cooking when one requires tartness. It may also be infused into a tea to calm and clear the mind, and is sometimes used to treat migraines and even nightmares. In concentrated doses diddyfunkle can be used to sedate a patient into unconsciousness. Diddyfunklites contain hundreds of microscopic hairs, which embed themselves into the skin upon contact. This leads to redness and itching in the affected area. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full measure of diddyfunkle may be used in baking, cooking, in tea or as an accompaniment to food. -Two full measures of diddyfunkle infused into a tea will leave the drinker feeling calm for three narrative hours. Those experiencing headaches will half the pain and discomfort, while those with migraines will also experience a reduction of sensitivity to light and sound by a third. -Two full measures infused into a tea or decoction will give a maximum of three effective doses. -One dose of such a tea or similar substance, will also ease mundane nightmares and other intrusive thoughts of a non-magical nature. -A syrup or decoction made from four full measures causes unconsciousness in the user over five narrative minutes. - A syrup or decoction made of four full measures will give a maximum of two effective doses. -Diddyfunkle cannot ‘cure’ intrusive thoughts from magics, curses etc. At best it would be able to assuage some of the discomfort and anxiety. -Farmed diddyfunkle requires light sun or shady spots in warm, moist conditions such as a jungle or even a swamp. One farmed plant grows one measure per 3 OOC days. Draugr Tongue Sign(s): Fire Symbol(s): Purity x2 Burning x2 Appearance: A herbaceous flower with an upright stem, supporting a small cluster of tulip-like heads. They don’t usually reach a height over a foot. Each head will support several fiery orange petals, which overlap, thus resembling a tulip. Location: Grows well in grassy plains and meadows, usually amongst other clusters of wildflowers. It flowers in the Spring, usually dying toward mid-Summer. Harvesting: The stems are useless, but the flower contains the qualities used in alchemy and healing. They may be farmed by planting in loamy soil in temperate climates. Raw Effect(s): The petals hold disinfectant qualities, and can be bruised and steeped into an infusion for the washing of wounds. A cloth soaked with this heated infusion can be applied to a wound, which will also tenderize the surrounding skin. This is particularly helpful in “softening” the skin surrounding an impaled object, so it may be removed with less damage. Infusions and made with dragur tongue will have a fiery orange colour. They will also sting sharply when exposed to open skin or wounds. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full measure of draugr tongue steeped into an infusion will act as a disinfectant for wounds against mundane non-magical infections. It will also tenderize an open wound, allowing an easier removal of impaled objects. -Application of such remedies upon broken skin or open wounds will however, produce a sharp stinging. -An infusion, balm or other such remedy created from one measure of draugr tongue can provide a maximum of five effective doses. -Draugr tongue can be farmed in temperate gardens, plains or forests in good quality soil. One farmed plant can produce one measure per 3 OOC days. Dwarf’s Pumpkin Sign(s): Fire, Earth Symbol(s): Heat x1 Purity x2 Strength x1 Appearance: A woody shrub, with ovaline leaves of an orange-brown colour. It buds in the late Spring and remains leafy until mid-Autumn. Typically Dwarf’s pumpkin grows in a vaguely round shape, and reaches no taller than four feet in height. The shrub gives off a particularly pungent, skunky aroma. Location: Humid swampy environments, growing particularly well in clearings or by pools of water. Harvesting: The leaves hold the desirable qualities, and can be picked easily. Picking back to the sprig encourages regrowth next Spring. Cuttings can be planted in silty soil, in humid environments with lots of moisture. Raw Effect(s): The essential oil from the leaves of dwarf’s pumpkin has strong antifungal properties. This oil can be extracted through distillation. This can be dropped into a bowl of water and boiled. The resulting steam has a terrible smell much like strong garlic, but can be inhaled to fight off fungal infections in the lungs resulting from inhaled spores. When the steam is inhaled, one will feel a burning sensation in their respiratory system. The same oil can also be made into a salve or balm, which can be used as a topical treatment for fungal skin infections. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -5ml of essential oil can be extracted from one full measure with distillation. This oil gives off a foul smell, but has strong antifungal properties. -Up to five effective doses can be used from this 5ml, which can either be inhaled in a steam or applied to the skin after being incorporated into a salve or balm. -One dose, regardless of how it is applied, will stop the spread of fungi in the lungs or on the skin immediately, but the fungus and resulting side-effects will still be present. -A second dose can be given after nine narrative hours, and will begin to kill off the fungi over the course of five narrative hours. -Dwarf’s pumpkin can be farmed in silty soil in humid and moist environments, and will produce one measure per 3 OOC days. Gislocinovi Sign(s): Water Symbol(s): Reduction x4 Purity x2 Silence x1 Separation x2 Appearance: A white lotus-like flower growing from a tall, thick green stalk with multiple green leaves. A mature stalk is up to five feet tall. Location: Often found growing in groups within dense jungles. Harvesting: Gislocinovi strongly roots itself into the ground, so it is much easier to instead cut the stalk at its base. The entire stalk should be preserved, as it holds the desired properties. Gislocinovi can easily be farmed in deeply-worked soil in warmer climates. Raw Effect(s): When the stalk is brought to a boil it will soften significantly. The softened matter can then be mashed and strained, and the collected liquid will have topical antibacterial properties. The juice can be used like alcohol to soak a cloth and clean wounds of bacteria. Disinfecting with gislocinovi is a much more comfortable process than with alcohol, as it does not sting. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -The stalk can be boiled and juiced to produce an anti-bacterial cleanser. -This disinfectant has the same effects as cleaning wounds with alcohol, but it does not sting. -The plant can be farmed in deeply-worked soil in warmer climates. One farmed plant can produce one measure per 3 OOC days. Grobsnopper Sign(s): Fire Symbol(s): Reduction x2 Curtailment x2 Life x1 Appearance: A large vining plant with long, green stems and small leaves. It blooms large flowers which are pink in the middle and fade outwards into yellow. Location: In humid forests in areas with very loose soil, wrapping itself around the trunk and lower branches of trees. Harvesting: The usable properties are in the flowers, which can be easily harvested. Grobsnopper can be farmed in humid climates, when supported by stakes, a trellis, a fence, or even a tree. Raw Effect(s): A powerful antibiotic can be produced by decocting grobsnopper. This can be incorporated into a syrup and imbibed to treat bacterial infection. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One dose will halt the spread of any non-magical bacterial infection. This however, cannot treat the physical symptoms caused by the festering bacteria. -A second dose taken one narrative day after, will halt the symptoms of and completely kill the bacteria causing minor non-magical infections. Curing of major non-magical bacterial infections requires an additional third dose on the third narrative day. -One measure of grobsnopper produces a maximum of three doses. -Processed grobsnopper syrup cannot treat diseases not caused by bacteria(for example, viruses). -The syrup must be consumed and is ineffective topically. -Grobsnopper can be farmed when supported vertically with stakes, a trellis, a fence, etc. One measure per farmed plant can be harvested every 3 OOC days. King’s Ivy Sign(s): Fire Symbol(s): Strength x3 Sound x3 Courage x1 Agility x2 Appearance: An ivy with a dark green stalk and light green, large arrow-shaped leaves. It grows soft, golden flowers. The size varies, but it will continue to spread over as much surface as possible while it is healthy. Location: Grows well in temperate, subtropical, subarctic regions, but rarely spreads beyond. It is found spreading over large rocks, tree-trunks, or ruins. Harvesting: The flowers of the plant hold the desired properties, and can be easily plucked. It can be farmed in well-watered conditions adjacent to a wall, to allow the ivy to climb it. Raw Effect(s): The flowers contain a unique, powerful caffeine-like substance, which can be used to create a syrup or tincture and imbibed, or gentler when brewed into tea and drunk. The tea has a similar intensity as coffee. The syrup/tincture causes powerful bursts of energy, but causes agitation and can raise the heart-rate significantly. Excessive use can lead to cardiac symptoms like arrhythmia, and can aggravate existing conditions. After the effects are over, a crash of energy will result. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -The flowers contain strong caffeine-like properties which can be produced into a syrup, decoction or tea. -The tea from one measure will provide five doses, and each dose contains the same effects as a cup of coffee. -The syrup or tincture produced from one measure will provide only one dose, and will give a strong energy rush with the side effects of agitation and a raised heart-rate for five narrative hours. -After the effects of the syrup or tincture have subsided, the user will fall into a three narrative hour-long crash, with strong drowsiness and physical weakness. They will be unable to perform strenuous tasks during this, including combat. -Non-combative casting of magic is still permitted. -King’s ivy can be farmed if it is well-watered and allowed to climb a wall. It will provide one measure per 3 OOC days. Miner’s Helmet Sign(s): Earth Symbol(s): Rigidity x2 Swiftness x1 Appearance: A remarkably large, brown mushroom. The mushroom cap can grow wide enough to take up a square meter of space. The top of the mushroom bears an excess of visible spores. Location: Found within cave systems of various climates. Typically growing upon ‘shelf-like’ structures and outcroppings. Harvesting: The mushroom can easily be cut down, although it’s quite bulky and could take a group to carry it. Miner’s helmet can be farmed in a rockery under pitch-black conditions. Raw Effect(s): The mushroom has a delicious flavor and is heavily sought out by chefs, as it is believed to be the best-tasting mushroom in the realm. If consumed raw, it can lead to food poisoning, but this can be removed as a risk factor by drying it in warm conditions. It may then be consumed safely, or used in other cooking. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full measure of miner’s helmet provides ten portions, to be eaten alone or prepared in cooking. -If not dried prior to consumption, miner’s helmet can lead to mild food poisoning. In particular sharp pangs of the gut and vomiting are common symptoms. Death is not possible. -Miner’s helmet can be farmed in a rockery in full-darkness, and will provide one measure per 3 OOC days. Night Sap Sign(s): Earth, Water. Symbol(s): Lethargy x3 Dark x2 Instability x1 Appearance: A thinly spread, green moss that grows in the crevices of tree branches. Tiny white blossoms sprout from the flat moss itself. The blossoms produce an excess of golden sap which tends to cover the moss itself, appearing as if the sap is present alone. Location: Moist temperate forests, swamps with trees, and jungles. Only located in the branches of trees. Harvesting: The sap must be gently scraped from the branches, to avoid scraping the moss, flowers, and bark with it. Nightsap may not be farmed. Raw Effect(s): When boiled down into a thinner consistency, a measure of nightsap can be mixed into a tea or syrup. When imbibed, this brings the user a sense of calmness, euphoria, and happiness for five narrative hours, which is followed by a moderate headache for two narrative hours. A decoction or syrup of two measures can be made which instead puts the user into a dreamless sleep for five narrative hours, which is followed by severe headaches for the same amount of time. Nightsap is highly addictive, and users often redose to combat the headaches, entering a loop of abuse. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -A tea or syrup prepared from a measure of nightsap induces calmness, euphoria, and happiness for five narrative hours, followed by moderate headaches for two narrative hours. -A tea or syrup prepared from a measure of nightsap will produce a maximum of three doses. -A decoction or syrup prepared from two measures of nightsap causes the user to fall into a dreamless sleep for five narrative hours, followed by severe headaches for the same amount of time. -A decoction or syrup prepared from two measure of nightsap two effective doses. -One cannot be forced into sleep by merely inhaling the aroma or fumes. -Nightsap cannot be farmed. Ponderlot Sign(s): Aether Symbol(s): Clarity x4 Chaos x2 Sound x1 Appearance: A herbaceous flower, with a central waxy stem, from which long slim leaves grow outward. From this stem grow several pale sprigs supporting flower heads, each with five pale lilac to white petals. It resembles the mundane blue orchid. Location: It grows well upon the slopes and mountains of rainforests and jungles. Ponderlot favours loose moist soil and abundant sun, but is often also found amongst the flora of Druid Groves. Harvesting: The flowers contain the useful qualities of the plant, but should be picked down to the stem to encourage regrowth. It may be farmed in places of rich loamy soil, with lots of sun and plenty of water, particularly in Druid Groves. Raw Effect(s): The flowers may be dried and the petals powdered to create the substance for which the flower is known. This powder can be insufflated, smoked or placed upon the tongue to induce powerful visual and auditory hallucinations in the user, accompanied with hypersensitivity and a sense of ‘one-ness’ or ego-death with the world. If eaten, it has a floral fruity aroma, not unlike pomegranate. Ponderlot is thought to have been used by Druids to evoke a greater feeling of harmony with nature, but many Druids are unaware of it. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -A full measure of ponderlot contains 2 doses. -One dose insufflated, smoked, or placed on the tongue, induces a bodily high, along with feelings of ego-death, hypersensitivity, and auditory and visual hallucinations akin to ecstasy, for three narrative hours. -Farmed ponderlot requires moist rich soil in any tropical to subtropical climate, or in proximity to a Druid’s dwelling and each farmed plant will grow one measure per 3 OOC days. Garden Goods, Gourds and Gums These plants have mild, mundane or harmless properties. They are LOTC’s garden variety flora, or exist IRL. They do not require ST oversight when gathered, and their items or resulting remedies do not need ST-signing. Amberiddle Sign(s): Earth Symbol(s): Slowness x3 Curtailment x1 Strength x1 Appearance: A herbaceous plant with long green leaves and serrated edges, not dissimilar to those of a sycamore. During Spring it grows pale blue flowers, which remain until Autumn. Growing between the boughs of trees, one may mistaken it for ivy at first glance. Location: Temperate forests, specifically growing between the boughs and branches of mature trees. Harvesting: The sap must be harvested by picking and then bruising the stems and leaves. It may be ‘farmed’ in healthy Groves, copses and forests. Raw Effect(s): If allowed to stand in an airtight container after harvesting, the sap will take on powerful adhesive properties. Used raw or mixed into a syrup, it may then be applied as a ‘superglue’ whereupon it is particularly effective at sticking to itself. This is primarily used by healers to seal wounds closed for battlefield triaging, but its applications as an adhesive make it fit for woodwork and other crafts too. If burned, the sap or any resulting gum or glue will have a spiced aroma. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -When applied to open flesh, amberiddle has a slight burning sensation, which is uncomfortable. -If applied to close a wound, it will seal the flesh closed indefinitely assuming it is not disturbed. If the wound is disturbed, such as moving the patient without care(including the patient attempting to fight or flee) then it will hold for one narrative hour. -This will not heal wounds, only closes them. They will require adequate treatment afterward. -Gloves may be required when handling the adhesive sap/gum to prevent a healer’s fingers sticking together. Amberiddle may be scrubbed clean with soap and warm water and the removal of residue. -Two full measures of ameriddle can be used as a glue, in a quantity of 50g/1.8oz. The same quantity used to create a syrup or gum will produce 5floz. -In any case two full measures of amberiddle is enough to treat several wounds if used conservatively. -If used as a wood glue, waterproofing or sealing will be required. -Farmed amberiddle requires living, healthy mature trees to grow upon. One farmed plant provides one measure per 3 OOC days. Aquate Root Sign(s): Water Symbol(s): Grace x1 Purity x1 Endurance x2 Appearance: A short, green plant composed of various thin, firm and upright stalks. Its large bulbs have an onion-like appearance but with a light blue tint. Aquate root grows slim, blue flowers. Location: Grows in groups along the edge of freshwater sources. As a hardy plant the climate may vary, but will grow predominantly where the soil is moist. Harvesting: The stalks can be uprooted with ease, allowing the bulbs at the bottom to be harvested, which is where all relevant uses are. The stalks can be farmed in very moist soil. Raw Effect(s): The bulbs contain hydrating properties, which one may create into a cream or lotion to remedy dry and chapped skin. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full harvest of aquate root can be decocted. This can then be processed into a lotion or cream. -Creams and lotions created from one full harvest can help to reduce dehydration of the skin, and to aid in reducing the appearances of cracked, dry or chapped skin to an aesthetic/cosmetic degree. -One measure of aquate root when processed can provide a maximum of 5 human palm-sized applications. -Aquate root cannot regenerate or heal flesh. -It can be farmed in gardens, or allowed to grow near rivers, ponds etc. One farmed plant will provide one measure per 3 OOC days. Atheros Sign(s): Water Symbol(s): Peace x3 Life x1 Appearance: A leafy plant with grey-green stems and leaves, and grey-brown spotted roots. When flowering it produces small heads with white petals not unlike a lily. A mature plant reaches around two feet in height. Location: Tropical jungles and subtropical dense forests, found amidst the undergrowth. Harvesting: The root contains the properties sought after by healers and alchemists. A few may be cut and taken without harm to the plant. One may farm it in an appropriately warm, humid climate. Raw Effect(s): The root may be eaten raw to as a crude painkiller or chewed as a remedy for toothache. Infused into a tea, it alleviates minor aches and pains impractical for the use of blissfoil. It has a bitter flavour when consumed, but is not wholly unpleasant, akin to sucking upon a dandelion stem. Redlines: Spoiler -Must be gathered through RP and represented by ST-approved items. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -Tea infused by one full measure of atheros can be drunk to relieve minor aches and pains. Alternatively, it can be eaten raw. -Farmed atheros requires a warm humid climate with rich soil. One plant grows one measure per 3 OOC days. Bitter Reed Sign(s): Water Symbol(s): Reduction x2 Impediment x1 Appearance: A thick green reed, which grows straight. Its small rounded leaves are a lime-yellow colour. These reeds often grow in dense clusters, which grow no taller than five feet in total length. Location: Typically grows in places of humidity, such as swamps, but is also known to grow around ponds and lakes. It will grow well in places where the soil is very moist or ‘muddy’ and does not require much in the way of drainage. Harvesting: The reed may be cut, or the whole stem plucked from the ground by the root. It may be farmed by planting near ponds or riverbanks, wherever the soil is muddy or swampy. Raw Effect(s): The reeds are high in nutrients and vitamins. They may be dried, then chopped or bruised and boiled in water to produce an infusion or tea. When drunk this infusion alleviates symptoms of mundane sickness such as coughs and colds, and is an effective anti-nausea treatment. It is however, extremely bitter in taste and is best prepared with other teas, herbs or honey. Bitter reed tea is often used as a remedy for morning sickness. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full measure of bitter reed infused into a tea offers minor health benefits. -One measure of bitter reed chewed or infused into tea and drunk will alleviate minor symptoms of coughs and colds, particularly nausea, for up to 4 narrative hours. -Bitter root may not be used to completely nullify nausea caused by magical, alchemical or event sources. In such cases, it halves the experience of nausea. -A tea produced from one measure of bitter reed can provide a maximum of five doses. -The bitter taste should be roleplayed. -Bitter reed can be farmed in water gardens, or by rivers and ponds in temperate regions of the world. One farmed plant will provide one measures per 3 OOC days. Crimson Vase Sign(s): Fire Symbol(s): Heat x2 Burning x2 Instability x1 Appearance: A herbaceous flower, the heads of which grow to form a long tube-like ‘vase’ from its deep red petals, which are warm to the touch. The ‘vase’ widens at the top and forms a lip or edge from its petals. Within the head of the flower is a sweet-smelling nectar, which the carnivorous flower uses to lure in insects and other small creatures. The head will shrink and prevent escape as its prey is digested in the nectar. Crimson vase will grow no taller than 2 feet, and the heads no larger than 8” in length. Location: Sub-tropical to tropical forests, particularly common in rainforests and other humid, hot forests. Typically grows among the roots of large trees, where it can lure in prey. Harvesting: The flower must be harvested, ideally without spilling the nectar. Petals may be bent over the ‘mouth’ of the flower to prevent serious spillage during picking, but should be held upright during transit. It may be farmed by planting in a sheltered place, within hot, humid regions. Raw Effect(s): The sweet-smelling nectar within the flower head is laden with digestive enzymes, which the flower uses to break down its prey. Bare skin contact with the nectar results in a light burning sensation, and with heavier contact can result in skin redness or a rash, from irritation. Merely washing the area of contact with cool water is enough to remedy this.. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -Contact with the nectar will cause minor skin irritation and a burning sensation. -Rashes and irritation can be remedied by washing the area with cool water and not poking at it. -Poisoning via crimson vase is not feasible in a roleplay setting. -Crimson vase can be farmed in tropical or subtropical areas of humidity, sheltered amongst the roots of larger trees. One farmed plant can produce one measure per OOC day. Faerie Truffles Sign(s): Earth Symbol(s): Growth x1 Life x2 Appearance: A gnarled lump of fungi, dark in colour and with numerous white ‘veins’ growing through it when cut. When exposed to light, it has a red-purple hue to its dark exterior. Location: Found in temperate forests, buried among the roots of a variety of trees. Harvesting: Nestled under tree roots makes it difficult to determine exactly where to find them. Digging at random may yield a truffle, but a more consistent method is to use a pig or dog to sniff out the truffles through the soil. It’s also possible for Druids to find them by listening for them through Communion. They may be dug from the soil, when found. Faerie Truffles cannot be farmed. Raw Effect(s): When eaten raw, or used in cooking as part of a varied diet, faerie truffles provide lots of nutrients for healthy eyes, fingernails, hair and skin. A cream or lotion can be applied topically to help with the external appearance of skin, and can be used to give a more youthful appearance. Otherwise, they have a deep earthy, beefy flavour. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full harvest of faerie truffle eaten raw or used in cooking offers minor health benefits. It’s also very tasty. -One full harvest of decocted faerie truffle created into a lotion or cream offers a weak regenerative effect to one’s skin when used regularly. -If one dose of such a lotion or cream is used once per narrative week, it encourages a youthful appearance of skin, and has a minor mitigation for blemishes, discolouration and scars. It does not remove either entirely however, and its effects are akin to getting a modern face peel treatment. -Faerie truffle is unable to be farmed. Flash Fruit Sign(s): Water Symbol(s): Life x2 Growth x1 Freezing x2 Appearance: An orange-like hollow fruit which grows upon thick woody vines. The leaves of the vines are spearhead-shaped with yellowish veins spanning from their centre. Flowering during early Spring, it will fruit throughout Summer with orange-sized fruits with yellowish vertical streaks running down the skin. Location: An epiphyte species, meaning it doesn’t grow in soil, the vines grow amongst the canopy of jungles or Elder Trees, rooted into pockets of debris, moss and moisture among the branches. Harvesting: The fruit can be picked without issue. Cuttings from the vine can be cultivated in the branches of temperate, subtropical and tropical climates. It requires a good mix of shade and sun exposure to thrive. Raw Effect(s): The skin of the fruit is nutritious. It has a citrus-sweet taste and has many applications for cooking and teas. The syrup-like substance inside the fruit has a numbing quality, which will numb the throat upon consumption. If several fruits are consumed whole, it will likely lead to a loss of all sensation within the throat for some time. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -A single flash fruit may be eaten whole, or merely the skin, for minor health benefits. -Eating the syrupy substance within five or more fruits, will lead to a minor numbing of the throat, akin to eating a cold dessert such as ice cream. It otherwise has no adverse effects. -Flash fruit has no medicinal or malicious applications. -Flash fruit can be farmed by planting a cutting in little pockets of debris, moss and moisture within the boughs of trees. It also requires a good mix of sun and shade, subtropical to tropical works best. One farmed plant can produce two fruits per OOC day. Javens Sign(s): Water Symbol(s): Slowness x1 Lethargy x2 Peace x2 Appearance: A herbaceous plant with long stems and elongated, slim leaves. Upon the upper third of the stem grows a cluster of small green burrs, which turn brown toward the end of Summer. Location: Typically grow in sparse clusters in arid deserts. Prefers sandy soil with good drainage. Harvesting: The spurs can be harvested toward the end of Summer. It may be farmed in rockeries with loose, sandy soil in arid climates. Raw Effect(s): The spurs may be chewed whole, or bruised and steeped into a tea and drunk, where it assists in bringing on natural sleep. This is often used as a remedy for insomnia or other sleep disruptions, including nightmares in children. Excessive use leads to prolonged sleep, with grogginess upon awakening. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One full harvest of javens chewed raw or infused into a tea brings on natural sleep within two narrative hours, lasting for between six to eight narrative hours. -Three full harvests of javens, bring on a heavier sleep within one narrative hour, lasting for ten to fourteen narrative hours. Upon awakening the individual will feel groggy and experience clouded thoughts. -Javens can be farmed easily in rockeries with sandy soil, in warm arid climates. One farmed plant can produce one measure per OOC day. Sativnubobo Sign(s): Air Symbol(s): Lethargy x1 Clarity x2 Peace x1 Appearance: A species of ball cactus with notable ridges growing vertically up its exterior. These ridges flower with fuchsia-coloured heads, which later become tufts of numerous tiny spines with a ‘furry’ appearance. It typically reaches no more than 2 feet in diameter or height. Location: Deserts and arid grasslands or savannas. Typically grows in small clusters or ‘colonies.’ Harvesting: The fruit of the cactus, which is to say the entire ball, must be cut at the root. Farming Sativnubobo requires arid conditions with optimal sun exposure throughout the year. Raw Effect(s): After harvesting, the cactus may be baked to produce a soft paste-like substance which acts as a narcotic, and is one of two kinds referred to as ‘Cactus Green.’ This may be smoked through a pipe or rolled with paper, which produces a calming sensation and a clarity high. Although sativnubobo is considered less addictive than the indibublog cactus variety, the narcotic produced from it still possesses addictive qualities. When heated, it also produces a strong earthy, floral aroma. Smoking in great quantities can lead to hallucinations, nausea and vomiting. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -Sativnubobo must be prepared by drying or baking, in order to have its described high. -A full measure of sativnubobo may offer the user a clarity high, along with feelings of relaxation and energy for three narrative hours. -Use of ‘cactus green’ more frequent than once a narrative month will lead to the gradual development of an addiction. This is a slow process to enter and to escape from. -Farmed sativnubobo requires a hot arid climate and will grow at the count of 1 per 3 OOC days. Shade Leaf Sign(s): Air Symbol(s): Peace x2 Order x1 Appearance: A slender and short flimsy plant with thin, green leaves and small yellow blossoms. The bottom of the stem appears to have silver-colored ‘veins’ which burst when exposed to rain, creating a unique popping sound. Location: A common plant typically considered a weed. Thrives in shaded areas like forests and woodlands. Harvesting: The leaves contain the desired effects and can be snipped away. Considered a weed by most, shade leaf thrives under any conditions and can be farmed, although too much sun can harm the health of the plant. Raw Effect(s): The tea brewed from shade leaf can be drunk to relieve minor stress. When processed with into a syrup by decocting, or when made into a tincture, it has more potent effects and calms the body. It is particularly useful to healers as it soothes the emotional/mental symptoms of shock following trauma. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -One measure of shade leaf can be infused into tea, and provides up to five effective doses. Each dose will provide a minor calming effect to relieve stress. -A decoction or syrup created from two measures shade leaf will produce up to three effective doses. Each dose provides a major calmness and targets emotional/mental symptoms of medical shock. -Treating shock in this manner does not allow one to immediately jump back into a combat scenario. The effects of shock should still be roleplayed. -Shade leaf can easily be farmed in shady conditions, and can provide one measure per 3 OOC days. Swamp Blossom Sign(s): Water Symbol(s): Grace x3 Balance x1 Appearance: A bright purple flower with a short and thick green, hollow stem. The stem is filled with a thick sap with the consistency of honey, although it is not sticky and flows quickly. Location: Found in swamps, of course. This flower stands out among the dull colors of the swamp. Harvesting: The flowerhead and the sap are sought out for holding the desired properties. The flower should be snipped off first, and then the top of the stem can be cut off to make the sap available to be poured into a container. Swamp blossom can be farmed in hot environments, also preferably humid, although plentiful watering can supplement this. Raw Effect(s): The flowerhead can be made into a delicious tea or used to garnish salads. The sap is a useful alternative to honey in medicinal syrups, as it flows down the throat more fluidly than honey when imbibed. Redlines: Spoiler -This plant should be gathered through RP, but does not require an ST approved item. -When processed for its Symbols, this reagent will lose all of its raw effects and harvested capabilities. -The flower is edible and can be used in teas and foods. -The sap within the stem can be a better alternative to honey as a base to medicinal syrups. -Swamp blossom can be farmed in hot environments with plentiful watering. Farmed swamp blossom produces one measure per 3 OOC days. Glossary of Terms Alchemists have their own nomenclature of course, as do the herbal healers who came before them. This section will help you to acquaint yourself with the specific processes required to release the beneficial qualities of nature’s bounty. Balm: The thickest form of topical medication. Like salves, balms contain no water content, and are composed of beeswax, common carrier oils and medicinal herbs, in the form of infused oils or essential oils. They are thicker than salves because they have a higher concentration of beeswax (about 1:1 wax to carrier oil), and thus have a harder consistency. Balms are least effective in open wounds as opposed to salves, but are more “protective” due to them forming a larger and firmer barrier on the skin. Bruised: The process of using the side of a blade or a pestle and mortar to “crush” down a raw plant without actually breaking the surface of it. This is done to aid in releasing the properties of medicinal herbs in a water infusion/tea. Carrier oil: A common, mundane oil added to balms, salves, creams, and lotions to soften the consistency of the beeswax base to various consistencies, depending on the type of application desired. Castor oil, sunflower oil, hazelnut oil and olive oil are all examples of a carrier oil. Cream: A topical medication much alike a salve or balm, due to being made from beeswax and carrier oils. A cream is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, creams have a shorter shelf-life than salves and balms. Although the ingredients of creams make them similar to lotions, creams contain less water-content and are firmer, creating a thicker barrier that spreads a more concentrated dose over a smaller skin surface. Decoction: The process of shredding down fresh plant material and dissolving it as small as possible, and slowly boiling it down until the parts are dissolved and the liquid has boiled off, leaving a thicker sludge. This sludge-like material carries the desired properties of the reagent parts, and may be used as a crude, potent poultice; incorporated into water-based topical products such as creams and lotions; or consumed in some cases. Distilled: A process which requires expensive glass equipment, and slowly vaporizes the essential oil of a desired liquid from one container being heated, into another container being cooled for the vapor to condensate. This results in a small amount of essential oil. Essential oil: The oil resulting from the distilled parts of a plant, or from the distilled decoction of a plant. The raw properties of the plant are heavily condensed into this tiny amount of oil. Imbibed: Indicates that a medicinal product must be drunk. Insufflated: A method of ingesting certain medicinal or recreational products by inhaling them into the nasal passages. Lotion: A topical runny medication much alike a salve or balm, due to being made from beeswax, common carrier oils, and medicinal herbs. A lotion is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, lotions have a shorter shelf-life than salves and balms. Although the ingredients of lotions make them similar to creams, lotions contain more liquid than wax and are runny, spreading thinly and easily across large skin surfaces. Their effectiveness is subtler than creams because of this. Oil infusion: A method of extracting the raw properties of a herb into an oil. Instead of extracting the essential oil through distillation however, a mundane carrier oil is allowed to be infused by the plant over a long period of time. This resulting oil contains the desired properties of the reagent, and may be used in salves and balms. These products will have a weaker concentration than if essential oils were used instead. Poultice: The fresh-ground product of a herb. It typically has no additions and is added raw to the skin, and usually covered over with a cloth. This method of topical application is a short treatment which is meant to be washed off after a specified amount of time. Salve: The softer forms of oil-based topical beeswax medications. Like balms, salves contain no water content, and are composed of beeswax, common oils, and medicinal herbs, in the form of infused oils or essential oils. They are softer than balms because they have a lower concentration of beeswax (about 1:4 wax to carrier oil), and thus have a more buttery and oily consistency. Salves are most effective in treating open wounds, and penetrate the skin more deeply than balms. Syrup: A medication meant to be imbibed. Usually, a syrup only consists of the decoction of a medicinal herb thinned down with honey for a smoother consistency and to mask any foul taste. Tincture: A tincture is made by decocting the desired medicinal herb parts in alcohol instead of water. It is allowed to steep over the course of several narrative weeks, to draw out the properties more potently than water can. The dregs of plant matter are strained prior to imbibing. Topical: Signifies that the medication is meant to be applied to the skin and should not be consumed. This typically consists of all salves, balms, lotions, and creams. Water infusion/Tea: A medicated product which can be imbibed for minor effects. It is produced by steeping the desired medicinal herbs in boiling water for several narrative minutes, and then strained. It is perhaps the weakest of all imbibed remedies. Purpose The recent alchemy rewrite did a wonderful job updating the prior lore, and introducing some neat additions for potions etc. However, a few of us felt that because the botany submission was primarily about alchemical reagents, it neglected a number of other flora which are often used in other roleplay. In particular I and my co-writers felt that a number of old favourites were missing, which we relied upon for healing RP without the need for alchemy. As such, we’re submitting these herbs here as a way to update and clarify the functions of a number of these old favourites, with the addition of ponderlot, which was previously an event item with no lore and no means of obtaining it outside of event rewards. These flora are intended for everyone to use in their roleplay, whether they’re a Druid, a witch of the woods, a midwife or just a cook etc. What we are also trying to do with the submission is create two categories of flora here: one category of fantasy plants, which are powerful enough to warrant ST oversight and logging etc. then another category of plants which are so mild they either exist IRL or could do, which do not require ST-signing or oversight. Because really, who wants to answer an sreq to sign someone’s black sun’s spinster so they can FTB without the risk of pregnancy? Changelog Spoiler -Sass has been removed -Draugr Tongue, Gislocinovi, Miner's Helmet, Blood Lotus and Coltsfoot have been moved to the ST-required section. -Crimson Vase and Flash Fruit have had their medicinal/harmful traits removed. They will remain in the ‘open herb’ section. -Aquate root has been reworked into a scar remedy. -Atheros has been nerfed substantially into a crude painkiller for toothaches and other minor aches and pains, it has been moved to the ‘open herb’ section. -Bitter Reed has been clarified to only partially alleviate nausea in the cases of magical, alchemical or event effects. -Faerie’s Truffle has been clarified to provide skin-rejuvenating effects to be on par with a modern face peel treatment, and thus not as a strong as Sprog’s Elixir from alchemy. -Shade Leaf has been better clarified, to indicate one may not use it to ignore the effects of shock and return to a combat situation. -Halfling's Grass, Thornweed, Crouching Feather and Indibublog have been removed, as recreational herbs/substances do not require lore; they will reappear in an iRP thread. -Black Sun’s Spinster, Habgobsnit, Yarrow and Burdock have been removed at the ST’s request. General Redline -Minor Health Benefits: When included as part of a healthy diet, this plant offers vitamins and minerals which help to stave off mundane sickness. It is ultimately a dietary supplement of sorts, and should not be used as a means to claim immunity to magics, event diseases, or to powergame the effects of combat etc. Credits Writing: Nivndil/Luci LaffenOutLoud Lumii Input/Advice: A_Keefy Archipelego 53 Link to post Share on other sites More sharing options...
Gladuos 851 Share Posted June 10, 2020 What a boss. Link to post Share on other sites More sharing options...
Kholibrii 977 Share Posted June 10, 2020 OMG, That’s a lot Link to post Share on other sites More sharing options...
GDPR 014 22 Share Posted June 10, 2020 thank you dude i love you youre great Link to post Share on other sites More sharing options...
Volous 25 Share Posted June 10, 2020 Nothing like a good cup of potent diddyfunkle tea to knock you into unconsciousness. All jokes aside, having a centralized compendium of healing herbs and various flora will be a great resource to all aspiring healers, physicians, and chefs alike. Link to post Share on other sites More sharing options...
Luciloo 2647 Author Share Posted June 10, 2020 36 minutes ago, Volous said: Nothing like a good cup of potent diddyfunkle tea to knock you into unconsciousness. All jokes aside, having a centralized compendium of healing herbs and various flora will be a great resource to all aspiring healers, physicians, and chefs alike. Diddyfunkle is unironically my favourite herb. 1 Link to post Share on other sites More sharing options...
YFKTF 436 Share Posted June 10, 2020 Can’t wait to start my collection, thank you for bringing some much needed life to flora lore. Link to post Share on other sites More sharing options...
_Sug 2546 Share Posted June 10, 2020 If Mr Alchemy man Phil approves, I approve. +1 Link to post Share on other sites More sharing options...
DISCOLIQUID 1950 Share Posted June 10, 2020 Amazing, I can’t wait to buff out my garden. : ) Link to post Share on other sites More sharing options...
Yaldabaoth 743 Share Posted June 10, 2020 Haven’t given this a full look over yet, but this looks nice! brings back much needed variety. Link to post Share on other sites More sharing options...
Sorcerio 4588 Share Posted June 10, 2020 I just love the fact that my botanical hallway gets to expand with every one of these additions! Link to post Share on other sites More sharing options...
Gallic 1051 Share Posted June 10, 2020 but my cactus lore :c 2 Link to post Share on other sites More sharing options...
AlphaMoist 1707 Share Posted June 10, 2020 8 hours ago, Luciloo said: Raw Effect(s): Depending on how the moss is prepared, the raw effect is one of three outcomes. Oil pressed from a healthy section of moss stimulates hair follicles, thus encouraging hair growth. This can promote a faster growth of already-established hair, or can even grow new patches of hair from underlying hair follicles. beardmancy here I come Link to post Share on other sites More sharing options...
ApplePieKathy 561 Share Posted June 10, 2020 very cool +1 Link to post Share on other sites More sharing options...
Ducklingator 795 Share Posted June 11, 2020 this is hot Link to post Share on other sites More sharing options...
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