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Posts posted by Luciloo
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You sound tired dude, you’re not really explaining what the pendant can do.
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IGN: Nivndil
RP Name: Lulubelle Starbreaker
Candidate: Jorvin Starbreaker2 -
8 hours ago, TheAlphaMoist said:
We continued to stray from the circlejerk combat-focused endgames
🤔
8 hours ago, TheAlphaMoist said:DARKFORM -- (Combative)
8 hours ago, TheAlphaMoist said:DARKENED LIMBS - (Combative)
8 hours ago, TheAlphaMoist said:VISIONS OF ARUN’ASNA: APOCALYPSE - (Combative)
8 hours ago, TheAlphaMoist said:VISIONS OF ARUN’ASNA: PARADISE - (Combative)
8 hours ago, TheAlphaMoist said:ENHANCED PASSIVE ABILITIES -- (Combative)
8 hours ago, TheAlphaMoist said:CALIGINOUS FEEDING -- (Combative)
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This is weird and kind of unnecessary.
Why are you encouraging a meta of weapons?
7 -
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.
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- Popular Post
- Popular Post
The Hedgewitch’s Healkit
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 -
Spoiler
-=[]=-
Lunarite
Among the Starbreaker Dwarves, they speak of a legend of their progenitor Gotrek, who took a star to his forge and with Yemekar as his forgemaster, together wrought it into a blade of starlight. Gotrek inscribed runes into the sword, which burned brightly and gifted it to his son Skalfar, and it is said that when he took to the field to do battle with Khorvad and his minions, the runes flared with the light of the Sun and blinded the undead. It was only when wrenched from him by the undead during the siege of Kaz’ad’Rikkaz, that the sword was destroyed. Other Dwarven stories speak of Urguan’s hammer blazing a trail of light when he, Krug, Horen and Malin fought together against Khorvad.
Among the children of Malin, the stories of the battle against Iblees recall Malin’s arrows streaking through the night as if shooting stars. Even long after his departure from the world, many Elven Princes and Princesses would wear crowns said to gleam under the Sun and Moon, as if magical. To this day the Warhawkes fashion gifts and jewellery from the other materials of fallen stars, though they lack the lustre attributed to other goods fashioned from the star’s heart.
Whatever remarkable material Gotrek’s sword, Urguan’s hammer or Malin’s arrowheads were made from, there are no tales which name it, and none alive to this day know of it to tell. Its secrets lost to time.
-=[]=-
Starstone (Raw Form)
Lunarite is a metal found exclusively in meteorites fallen to the mortal plane from the heavens. It is an uncommon find, which is usually retrieved from the very centre of the meteorite, requiring the hopeful prospector to dig deeply within. The raw ore has a silvery-gold appearance, perhaps rapidly oxidised during the space rock passing through the atmosphere at tremendous speed and heat.
Raw lunarite glistens much like the ores of precious metals, usually seen as pale goldish streaks or blots through the stone ‘heart’ of the meteorite. It takes an experienced eye to determine that the ore is that of lunarite, rather than gold, nickel or the like.
Red Lines (Raw Form)
SpoilerIn its unrefined ore state, Lunarite does not give off any glow, but instead glistens much like other metallic ores
Given its appearance, an inexperienced miner or smith is more likely to assume the ore is gold, or perhaps nickel.
The ore is non-magnetic.
-=[]=-
Star-mining (Harvesting Method)
Initially a meteorite’s residual heat can pose a danger to a would-be miner, and a rare potential for radioactivity. This would lead the wise individual to allow the rock to cool and to study it some, prior to breaking it open for the treasure within.
After observing such precautions, one may simply dig away at the meteorite to free the metallic ore within with mundane tools. This isn’t difficult per se, but it can be tiring for those who are not familiar with the manual labour involved in mining.
Lunarite Ore Chunk items may bear this description and an ST signature:
“A lumpy rock of a curious sort of stone, rough and unrefined. It appears to possess flecks and veins of a pale gold-ish metallic ore, which glistens attractively in the light. One might mistaken it for gold or even nickel, were they not privy to its true nature. Even should one know what it is, they will not know its name.”
Star-mining Red Lines
SpoilerLunarite-bearing meteorites may have hazardous qualities to beware of. A recently-fallen meteorite may still be very hot for example, while others may cause radiation poisoning.
Lunarite ore may be represented mechanically by a gold ore block, and similarly the ore harvested can be represented with the same.
The source of lunarite and its ore is not common knowledge. One may not assume they know what they have found, or what it makes.
-=[]=-
Starsmithing (Refining Technique)
The extracted starstone ore may be broken down with a hammer and chisel to remove excess stone and thus impurities. Any resulting goldish nuggets of metal can then be smelted down and refined much like gold or other soft metals, though its melting temperature is slightly higher than that of ferrum(approx. 1700°C). This works best in a crucible, but will require experimentation to discover the most efficient methods.
In its molten state, lunarite is a very bright silver colour, the brightness of which reduces upon cooling, but remains very beautiful. Slag must also be skimmed off from the molten metal to further remove impurities, the more stone removed prior to smelting, the less this is required. Casting the molten metal is not ideal and the best results come from ingot and billet casting, to later be shaped.
Once solidified and cool, the refined lunarite can be worked much like iron and steel, in that one may heat it to make it more malleable then beat it into shape. It is also receptive to quenching and tempering techniques, and if tempered correctly can become much softer for less combative wears such as jewellery- although upon reaching this point it is irreversible.
Starsmithing (Refining Red Lines)
SpoilerLunarite may be refined by removing waste stone from the ore chunk, then smelting it in a crucible at ~1700°C.
Slag must be skimmed off the top of the molten metal, before it may be cast. It does not cast particularly well, so it’s best to cast into ingots or billets and then worked into shape.
Lunarite forging is considered common knowledge, and is not required to be learned from others in roleplay.
Lunarite does not cast well, and thus, cannot be casted or molded into a template shape. It must be manually beaten to it’s desired design each time.
After the cast has set, a smith may heat the refined metal until glowing red at about ~1300°C, to begin beating it into shape.
A smith may use mundane tempering and quenching techniques upon refined Lunarite to harden it for tools and weapons.
If Lunarite is tempered to become soft like gold, it cannot be quenched back to its prior strength and hardness.
The process for refining and working lunarite is not well-known and one may not merely assume their character will know how to make use of it. Players are encouraged to experiment in RP.
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Starsteel (Refined Form)
Refined lunarite demonstrates similar hardness, density and tensile strength to that of ferrous alloys, particularly when adequately quenched and tempered by a smith. In the recent ‘goldrush’ for lunarite, those who have discovered and worked with this highly-valued metal have come to name it ‘Starsteel’ and “Moonsteel.”
Its more interesting properties however, are that Lunarite never rusts nor tarnishes, nor suffers from any forms of natural or artificial wear except Frost Salts. Even after centuries of neglect, left forgotten in hoards or discarded upon the battlefield, it will still gleam as beautifully as the day it was forged.
The most remarkable and by far its most prized quality, is that under the light of the Sun or the Moon, refined Starsteel will exhibit a soft silvery glow. This is likened to the glistening of distant stars, or the reflective light of the Moon by some, and similarly to its impervious nature to rust and patina, will not fade with age.
-=[]=-
Starsteel Goods (Refined Form)
In the hands of a practiced smith, lunarite can be worked into tools, weapons and armour, as a lavish substitute for mundane steel. When quenched and tempered with the same techniques, lunarite is on par with high quality sword-steel, and can be worked to produce harder or ‘springier’ qualities when treated correctly. By and large, it's no different to steel in such applications.
While some may rightly scoff at the idea of steel jewellery, lunarite can be tempered to reduce its hardness and strength to somewhere around that of gold and thus substitute such precious metals also. When worked by a jeweller using the same techniques to that of gold or silver, lunarite can be polished to a smooth glossy texture and a mirror finish. It will still exhibit its silvery glow, making it particularly lustrous for necklaces, rings and earrings.
Starsteel Red Lines (Refined Form)
SpoilerThe glow of lunarite is not substantial enough to blind or disorient, it’s purely aesthetic.
Starsteel is resistant to natural and artificial (Any means of alchemical, material, or magical) rust and wear.
Frost Salts, in tandem with Starsteel, may endure 12 total strikes as opposed to 6, before the material begins to wear and rust.
Alloying Starsteel in any capacity loses it’s natural and artificial resistance in full, with the exception of Frost Salts.
Armour, weapons and tools created from lunarite must be mechanically represented by their iron counterparts.
Jewellery or other small goods containing lunarite should ideally convey the silvery colour of the metal, but some deviation is allowed.
All lunarite RP items require ST signing.
Lunarite is equal to ferrum/steel in terms of its strength, durability, toughness etc. Armour, weapons and tools created from lunarite are not immune to damage, wear etc.
Refined lunarite is non-magnetic.
Purpose
This rewrite is largely a reformatting of the prior lore, so that it fits with the recent updates to numerous metals. I have seen a number of people very interested in acquiring lunarite through the new node system, and already I’ve had a number of fun RP experiences of people who’ve discovered and begun working with it, so I consider the lore a success.
Lunarite is meant to be a metal with a strong fantasy flavoured aesthetic, while bringing new RP to metalworking, without OP or powergame-able properties. Its qualities mean it can be used for a variety of popular wares including arms, armour and jewellery so smiths across the board get to play with it. By the same token, I hope to see other players have positive RP experiences in seeing lunarite items and then interacting with smiths and jewellers to commission their own tasty RP goodies. In this way, I want to see it encourage roleplay between players as trade and masters teaching apprentices etc.
Citation Spoiler
SpoilerOriginal Lunarite Submission:
https://www.lordofthecraft.net/forums/topic/179997-%E2%9C%93-world-lore-metal-lunarite/
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Kuila Crystals
SpoilerKuila (Raw form)
Kuila, sometimes referred to as “Living Crystals,” are a crystal structure which grow in areas with a heavy concentration of natural or Druidic energy. Far from the ravages of Descendant civilisation, in nature’s secret hoards, there is ample primal energies of nature upon which a Kuila may begin to grow.
Typically appearing in clusters, the individual spires grow from between three and six metres in length, although this varies some between the climate in which the Kuila grows, for there are substantial differences between them. All Kuila however, hold a coloured translucence and when left undisturbed will glow in situ with a faint pulsing light, akin to a heartbeat- such lends to the moniker of a ‘living crystal.’
Nature is diverse however, and Kuila reflect this. There exist five Kuila variations, each forming at locations which embody the extremes of climate within the natural world.
https://images.pushsquare.com/screenshots/39510/large.jpg
Sunstone Kuila
Sunstone Kuila bear a golden yellow colour to their translucent structure. They are typically found in the hot sandy deserts of the world, where mortals scarcely dare to settle. Rarely their spires may even pierce the blanket of sand concealing them, thus making them visible upon desert nights, glowing faintly amidst the dunes.
This variety of Kuila grows in longer, thicker spires than its cousins, but unlike them is not rooted into rock and soil. Sunstone Kuila, as perhaps suggested by their namesake, are the brightest of all.
Inferno Kuila
These Kuila are a fiery red in colour and found amidst the turbulent volcanic regions of the world. Typically found more plentifully near active volcanoes, it is not unheard of to find them near inactive volcanoes, or other deposits of magma close to the world’s heart. In either case they can be found near pools of bubbling molten rock, or buried under surface rock or obsidian.Infero Kuila will grow wider and shorter, with fewer spires in its cluster, compared to the formation of its cousins. They are remarkably resistant to heat and will not crack or shatter even under immense temperatures.
Glacial Kuila
Found deep amongst the snows of the tundra, in glacial caves and frozen fissures, Glacial Kuila are no small task to find within the world. Unlike their less frigid counterparts, these Kuila form in stalactites and hang from the ceilings of caverns and clefts, more easily seen in situ due to their snow-white glow.
Almost an exact opposite of Inferno Kuila, the Glacial Kuila forms in longer, slimmer spires akin to icicles and can be mistaken for one another. These Kuila possess a glass-like sharpness to them and can make for dangerous tips to one’s staff.
Marina Kuila
In the depths of the ocean, amidst plunging trenches and flowering coral reefs, grow Marina Kuila. These deepsea crystals are a vivid deep blue in colour and glow, and are not unlike the Infero variety, in that they are shorter and wider, allowing them to better distribute pressure along their surface.
Due to the deep pressures of the environment in which they form, Marina Kuila are resistant to blunt impact and pressure.
In the ocean depths far from the light of the surface, Marina Kuila are more easily spotted, but they can become obscured in the shallower reefs of the world.
Evergreen Kuila
The most common variety of Kuila. Evergreens form in long even shards nestled amongst the roots of Elder Trees, or deep within caves under forest floors. Their dim green colour illuminates to a bright emerald in situ, making them easily distinguishable in the dark or amidst flora.
Evergreen Kuila have no distinguishing quality over its cousins, making them the more mundane sort.
Blooming Kuila
This variation of the Kuila crystals appears to have been lost or simply forgotten in time, perhaps a consequence of it's rarity. Found rarely in flower meadows or flower beds, Blooming Kuila crystals are truly a sight to behold, not a simple achievement. Unlike any of its counterparts these Kuila crystals form among the roots of flowers, with symmetric geometrical shapes, with a soft-purple glow.
A unique trait unlike any of its counterparts, the Blooming Kuila forms in small, short spires akin to flower bouquets. These Kuila possess a glass-like fragility to them and can make for delicate jewelry, or detailing on a staff or weapon.
Harvesting Method
In these large spires and clusters, Kuila are unstable and quickly shatter before a hammer and chisel. When this occurs, the superstructure breaks down into a large quantity of crystalline dust, and perhaps a few chunks of crystal. These successfully harvested chunks are much more stable than the superstructure and will survive everyday wear and tear in pockets, lockboxes and in staves etc., where the in situ clusters are fragile.
A Kuila Crystal Shard items may bear the following description and a Player Signature:
An unrefined prism of Kuila crystal, cut from a much larger spire. It may require tidying up and polishing, but some may appreciate the crystal for its natural lustre. The shard possesses vivid deep blue / emerald green / fiery red / golden yellow / icy white colouration to its translucency, and should a Druid touch the crystal whilst casting, it will glow with a soft light of the same colour. Only the first individual to touch the crystal may bond with it, allowing for up to four (4) emotes worth of Druidic energy stored within once per combat encounter. This may be replenished out of combat through meditating with it. To non-Druids, it is functionally useless.
Harvesting Red Lines
SpoilerThe first person to touch the harvested crystal with bare skin will bind to it, assuming they are not already bound to an existing crystal.
The environment in which the node is discovered determines the crystal found, for instance one may not harvest an inferno Kuila from a forest cluster.
Inferno Kuila are found within regions of volcanic activity, or close to the world’s mantle.
Marina Kuila are found in coral reefs or ocean trenches.
Sunstone Kuila are found in arid deserts, but non-sandy deserts are also possible.
Glacial Kuila are found within the frigid wastes, glaciers or arctic regions of the world.
Evergreen Kuilas are found in densely forested areas of the world, including Druid Groves if no other suitable place is available.
To harvest them, one need only cut the cluster with a chisel and take the stable chunks which come free.
This destroys the spire, resulting in a large quantity of dust. The spire will regrow over time.
The dust may be harvested and used freely.
Applications (Raw Form)
Crystals
Kuila first and foremost are a crystal which is a major conductor of natural or Druidic energy. Just as they glow in situ, so they also glow in the possession of a Druid utilising their Gifts, adopting a brightness scaling with the energy being used. For instance, a newly-Attuned Druid Communing for the first time will cause a Kuila to give off a faint flickering light, while a centuries-old Druid Powersharing with many others to purge blight will give off a healthy, but soft glow.
This connection is far deeper than one might imagine however, as Kuila will bond to the souls of mortals, chiefly those of Descendants, but Wonks, Kha and Hou-Zi are capable for bonding as well. The first of such folk to touch a Kuila will be bound to it, establishing a very small, weak connection with the living crystal. To Druids this allows one to begin establishing a small reservoir of Druidic energy, to be later drawn upon to supplement their own, like a battery. To those not Attuned however, they will find this connection will not blossom and they are unable to use this battery-like quality. Even those Druids who come to bond with a Kuila will require months of meditation and Communion with it, before it can be used in such a way.
When a Druid draws upon a Kuila’s reservoir to stave off the exhaustion associated with casting, it grants four (4) emotes’ worth of energy, effectively allowing the Druid a ‘free’ spell or at least a partly ‘free’ spell. This may be used once during a combat scenario, after which the Kuila will need refuelling through meditation and Communion, or allowed to regenerate on its own over an IRL week.
Dust
One might be bemused at the destruction of Kuila clusters into thousands of granules of dust, but this dust has its own uses among Druids also. The dust itself also conducts Druidic energy, and while it cannot form a reservoir, it will still glow when touched by a casting Druid. When pulverised and mixed into resins for woodwork, metals for smithing, or inks for tattooing, it will keep this property and produce a soft glow when the resulting work is touched by a casting Druid.
The dust will however, only glow the colour of the cluster from which it came. If one were to mix red Kuila dust with a yellow resin, the result would be a dim red glow. However when pulverised, one may combine several coloured dusts together and add to their preferred resin, metal or ink to create a variety of secondary and tertiary colours. Unfortunately this produces a less brilliant glow than the primary red, green, blue, white and yellow.
Red Lines (Raw Form)
SpoilerKuila crystals take on a soft glow, the colour of the crystal, when in contact with a casting Druid. This includes the passive Communion of a T5 Druid, if the Druid wishes.
Any Kuila larger than an orange loses its reservoir.
Only Druids may access this reservoir of energy.
A Druid may only bind to one (1) crystal. If they wish to have another, they must smash the first.
Druids may not access the reservoir of Kuila they are not bonded with.
The direct blood child of a Kuila’s original bondee may bond to the Kuila if the original bondee has died, as their soul closely resembles that of the original bondee. For example, if a Druid is bonded to a Kuila and dies, their child by blood may bond to the Kuila after meditation, but not that Druid’s parent or sister etc.
This reservoir of Druidic energy may be used only once per combat encounter.
Drawing upon the battery of Druidic energy within grants for up to four (4) emotes of energy, allowing for a free spell, or a discounted energy cost to Druidic abilities.
After this has been used, it must be recharged out of combat through a Druid meditating and Communing with it, or passively after one IRL week.
Kuila are crystals and as such can be faceted, polished etc. as other precious stones may be.
A Kuila can be destroyed with a heavy blow from a hammer. With the exception of Marina Kuila, they are not particularly durable over mundane crystals. A Glacial Kuila is unable to puncture platemail for instance.
Kuila dust can be pulverised and mixed with resins, molten metal, paints, tattoo inks, glass etc., to create glowing works. All of which may be playersigned.
Like Kuila crystals, these only glow when touched by a casting Druid.
A T5 Druid may choose to have their tattoos etc. glow with their passive Communion, if they wish.
If Kuila dust of differing colours are mixed to produce secondary or tertiary colours, they are less bright than the original five colours.
Purpose (OOC)
This is a reformatting of Mitto’s wonderful lore piece he rewrote prior to the lore games. Largely it’s to bring the lore into line with the recent generation of materials, crystals, metals etc.
Kuila serve an interesting role among Druids; the dust is routinely used in tattooing and woodwork, particularly some are known to use Kuila-infused resin in the decoration of Druidic limbs. The crystals are treasured as gifts from nature and are sometimes gifted between Druids such as teacher to student, for their natural reservoir-like qualities. Kuila are sometimes used as the base for Druidic enchantments.
Citation Spoiler
SpoilerRecent rewrite, including the introduction of differing colours and applications, by Mitto
https://www.lordofthecraft.net/forums/topic/173476-%E2%9C%93-rewrite-kuila/Original Lore, by Mitto
https://www.lordofthecraft.net/forums/topic/168997-shelved%E2%9C%93-lore-sub-kuila-crystals/5 -
Finally!
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Name (Both RP & IGN): Lulubelle Starbreaker | Nivndil
Profession (Miner, blacksmith, artisan? Multiple jobs are allowed!): Miner | Blacksmith
Do you require temporary housing?: No
Discord (Not required, but highly suggested! It’s free & safe): N/A
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5 hours ago, BrandNewKitten said:
(( it isn’t english grammar ))
(( No it’s Elven grammar, and Elven grammar always has racial names capitalised. ))
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(( Grr Mali’ame should always be capitalised, grr ))
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6 hours ago, TaiwanNotChina said:
the point behind that note is to say that one cannot make something greater than a crossbow anyone else can make. That’s all I’ll give you, chief.
Arbalests or ‘heavy crossbows’ can have upwards of 1000lbs in draw weight, enough to punch a hole into platemail, is that the intention or no?
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6 minutes ago, TaiwanNotChina said:
Launched projectiles will be launched with the same force as a crossbow bolt
What kind of crossbow dude?
7 minutes ago, TaiwanNotChina said:allowing on to see
I think you mean “allowing one to see”
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39 minutes ago, Sorcerio said:
Should the oil be applied to a more flammable object such as wood or cloth, it would almost immediately spark aflame, though merely as regular fire.
This isn’t how burning wood works dude.
Have you ever tried to light a log without first lighting tinder and then sticks? Doesn’t work.
39 minutes ago, Sorcerio said:Golem and Runesmith’s rooms will react violently
I assume you mean “runes”
Otherwise, neat.
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Yeee, love it.
Only nitpick is about revitalising withered plants, but it’s harmless, so whatever.+1
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Seems neat +1
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Can we get lwc fixed, before heists are passed?
Are there going to be provisions for rescue raids?0 -
On 4/30/2020 at 9:32 PM, _Sug said:
the fact that Shapeshifting is very strong, combative
This isn’t true at all, and is the wrong mentality to encourage.
Most Shifters use it for mysterious flavourful RP or amusing shenanigans. It’s very rare than anyone uses it combatively, and the reasons are fairly obvious when you pit a wolf against a 6’4 dude in full platemail with a sword.0 -
2 hours ago, TheAlphaMoist said:
Aha hey girl... you’re here all the time, haha... wanna... maybe... try to join the lore team? Lol just kidding just kidding..... unless?
Call me maybe
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9 minutes ago, Zaleria_Virwarin said:
I didn't put all the details into the forum, I wanted it to be considered before getting super serious about it.
About you saying it has branches out to far, its meant to be ALL things nature. As in, the void is nature, so people who master the void master nature as well.
Except the Void isn’t nature, it’s a totally alien world separated from the world our characters inhabit. You need to better define what it is the magic has influence over and does not, because right now these abilities are all over the place, there’s no consistent theme. The Mage is waterbending and earthbending, but then summons shadows.
QuoteEquus Voca
T3 and up.
Horses within a 10 block radius will charge the opponent for 10 seconds.
Three emotes. (User must find the void within, connect with the animal, then propel it.)
How do we gauge ten seconds in roleplay? How many emotes is 10 seconds?
This feels like you just made a list of “abilities which would be helpful in combat,” rather than abilities based around a theme, with either versatile applications, or a very specific niche, which also convey a degree of progression.
If you’re still developing ideas, I would suggest putting what you have into a google doc and fleshing it out there, instead of immediately submitting it.
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This ventures into far too many areas to be condensed into a single magic.
Furthermore your explanation of each spell is significantly lacking in detail and limits.
For example, with Crescere, how large do the plants grow?
With Surge petram, how many rocks? What if there are no rocks, is the spell useless?
I recommend you read through existing lore pieces for magic and you find one you like the look of and get to grips with it. This concept doesn’t work within our current frame of how magic works on the server, but maybe you could introduce interesting elements after you become more familiar with existing magic.
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15 hours ago, Zarsies said:
By breaking any of these tenets Vaasek will immediately abandon the seer and they therein lose their magic and feat permanently as well as the number of dedicated slots and with the detachment of the witness the seer’s associated memories of their associates and activities leave as well.
Based
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[Shelved][✓] [World Lore] The Power of Thought
in Recently Outdated Lore
Posted
Literally cannot follow it, my pea-sized brain cannot comprehend.