Medieval & Fantasy Minecraft Roleplaying

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[Harvest] Flora

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Flora

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ALOE
Source/Location: Arid southern deserts.
Description: Aloe Vera is a stemless or very short-stemmed plant growing to about a meter tall. The leaves are thick and fleshy, and green to grey-green in color.
Traits/Abilities: The thick Aloe Vera gel inside the leaves of aloe plants have long been used to heal burns and cleanse wounds.
Rarity: 0

AMBERLEAF
Source/Location: Generally found in temperate climates, unable to thrive in either the far south or north.
Description: The Amberleaf Flower, as its name suggests, is a flower whose leaves resemble the gold of amber. The plant grows up to half a metre in height, its leaves wide and resilient. A flower of red hues grows in the center, not unlike a wide rose.
Traits/Abilities: The resilient leaves can be ground into a consumable golden dust of amber and used as an Alchemical ingredient. The resilient nature of the powder remains along with it, passing on its properties to an Elixir of its making.
Rarity: 1

ASHTHISTLE
Source/Location: The deserts.
Description: A small, hardy plant that is covered in thin barbs and growing bright red flowers that are as pleasantly fragrant as they are beautiful. Its fleshy, orange-hued leaves are similar to cacti, storing water within them.
Traits/Abilities: When powdered, the barbs will dissolve in water to produce a bitter-tasting mental stimulant. The leaves, meanwhile, can be brewed to make a minor hallucinogenic tea, somewhat similar to ayahuasca.
Rarity: 1

ATFAX
Source/Location: Found commonly in dense, temperate forests.
Description: A thick, coarse grass. Weavers can form thick jackets from this material. After this material dries during the crafting process, it exudes a strong odor, only describable as wild, a mixture of most scents found in untouched nature.
Traits/Abilities: Wearers of this material are able to easily hide from beasts and creatures that rely heavily on scent to hunt or warn themselves of potential predators or prey. Creatures who rely exclusively on scent are oblivious to wearers of this material. Smarter creatures tend to associate this scent with something unnatural, thus this material is not a perfect defense against them. Burning this material increases the potency of the smell, often burnt in households like incense, for a wonderful smell of nature.
Rarity: 2

CHOKEVINE
Source/Location: Forests and Woodlands.
Description: A grey and unassuming vine found often growing over trees, it is called a Chokevine because of the intense pressure it applies to tree trunks. Often, Chokevine alone will cause dead trees to remain standing far after they should have fallen. These vines are extremely thick and sturdy, requiring both hands just to bend a single vine. These vines are heavily fibrous, causing saws to catch on the fibres and slow cutting.
Traits/Abilities: Chokevine's fibres can be harvested and weaved together. Chokevine clothing is flexible normally, but when force is applied over a large area against such clothing, the weaved fibres become rigid and solid along their length, making the clothing excellent at protecting against blunt force, as the clothing becomes rigid, applying the force over a larger area of the body. Grants a +1 bonus to armor rolls against blunt damage, increased to +2 when masterworked.
Rarity: 2

BIOLUMINESCENT LICHEN
Source/Location: Deadlands/Blightlands.
Description: A type of lichen that has been forcefully mutated by Blight, but exists free from it and exhibits only shadows of Blight behavior. It glows an aquamarine color, visible at night or complete darkness, and found to grow in small patches of forest, or more commonly in caves. Not found in dry climates.
Traits/Abilities: The plant illuminates to the effectiveness of small candles, inferior to glowstone or other proper lighting sources. It acts against swelling and is non digestible.
Rarity: 1

BISTORT
Source/Location: Grasslands, farmland, and woodlands.
Description: It has a thick, twisted rootstock. The foliage is normally basal with a few smaller leaves produced near the lower end of the flowering stems. The leaves are usually hairless; the basal ones are longish-oval with long winged stalks and rounded or heart-shaped bases; the upper ones are few and are triangular, tapered and stalkless.
Traits/Abilities: Bistort is a powerful anti-coagulant.
Rarity: 0
BITTERTOOTH BARK
Source/Location: Ashlands.
Description: A brownish-grey treebark that grows horizontally on the Ashlands, far from hot lava ports and in between rock crevices between the shades.
Traits/Abilities: If the top layer is peeled off, the innards and bottom can be chewed on as a crisp edible biscuit. This dry, edible plant can be used as half-a-day's rations during travel across the tough terrain.
Rarity: 0

BLACK BRYONY
Source/Location: Grasslands, farmland, and woodlands.
Description: The Black Bryony is a climbing vine that produces shiny, red berries. The tendrils of this plant are covered in glossy, heart shaped foliage, and the petals of its flowers are yellow in color.
Traits/Abilities: Despite its toxic nature, the Black Bryony can be used to create medicine. If taken by mouth the root can be used to induce vomiting. If applied to the skin it can be used to treat bruises, torn muscles, and sprains. When taking in an improper quantity it causes severe inflammation of the digestive and respiratory systems.
Rarity: 0

BLOODVINE
Source/Location: Swamps and marshes across the continent.
Description: A thicker vine that grows in swamps or similarly humid environments, it grows in a deep red colour with the leaves tapering off into a green hue. Perhaps disturbingly if the vine is cut into, it oozes a deep red liquid that has the consistency of blood.
Traits/Abilities: The sap of the vine appears like and tastes like blood, and may be consumed by Vyres to somewhat sate their need for sustenance. Two to four bloodvine a week sates the Vyre, but does not yield the feeling of euphoria and causes feelings of lethargy and weakness. It can also be applied like a salve to an injured wound, making the wound heal at a moderately faster rate. Excessive consumption makes the veins throughout the body become gradually more on view, and the skin paler.
Rarity: 1
BLOODWORT
Source/Location: Volcanic Tundra.
Description: Green-blue weed-like leaves with light blue tipped petals that fade into white.
Traits/Abilities: The plant gives off heat when around other plants as it is a weed. Roots creates a red-pigmented paste that stains the skin and warms the area for two days. Planting three or four around trees and or any plants, in general, would give off a steady warmth in the area. The plants would eventually die off after three months, but the trees last for about a year. Replanting and using mature trees is advised. Handling multiple plants will not overheat you or any species of life. It will just be warm though to not be bothered by the cold. However, it is still advised that if you are in the cold to wear warm clothes still. The flowers are ornamental and in some regions a symbolic meaning for fertility. Takes two to harvest because of freezing conditions. Ruining the roots would cause major throat and eye irritation from the invading rotten smell it produces which would need to be thoroughly washed off and out.
Rarity: 0

BREADSEED POPPY
Source/Location: Temperate regions across the continent.
Description: An annual herb that grows up to 40 inches tall, sprouting red, white, or mauve flowers and hairy, pale-green stem and leaves.
Traits/Abilities: The plant is often cultivated due to its many uses: the ornamental flowers, the edible seeds, and lastly, the naturally produced chemical ingredients which have medicinal properties.
Rarity: 2

BROOKLIME
Source/Location: Wet margins of brooks, streams and ditches, and also in very damp soil.
Description: Brooklime has large, rounded leaves, and thick, juicy stems that are both creeping and upright. Its blue flowers are borne on the stems in pairs and are very small.
Traits/Abilities: The juice of the brooklime plant is used for reducing urine output; and for treating constipation, liver complaints, severe diarrhea, lung infection, and bleeding gums.
Rarity: 0

BUBBLE KELP
Source/Location: Generally found around temperate or warm climates within seabeds or around coastlines.
Description: The bubble kelp is a bright green-yellow seaweed with luminescent petals and a thick dark-green stem. When submerged in water, it discharges air bubbles from the ridges of its stem, signifying where its name came from. It carries an alchemical ingredient.
Traits/Abilities: Once the stem of the kelp is dried and ground into powder, it turns dark green. It carries no properties on its own, but when used as an ingredient, it has the ability to retain air.
Rarity: 3

CAT’S CLAW
Source/Location: Jungle and tropical areas of heavy rainfall.
Description: A long growing vine with shiny, green foliage and soft yellow petals. The vine is dotted in thick thorns that hang and resemble claws.
Traits/Abilities: The inner bark of the Cat’s Claw contains medicinal compounds. When taken by mouth the root has anti-inflammatory properties. On its own, the roots of the plant can be used as a herbal ingredient for digestion issues. But once the bark is ground and extracted of its liquids, it creates a type of yellow-brown powder within that becomes irritating upon touch and smells abhorrent. Alchemists can extract it as a unique ingredient.
Rarity: 0

CHICKWEED
Source/Location: Colder climates of evergreen forests. Meadows.
Description: The Chickweed plants grow on long, slender stalks. Plants are sparsely hairy, with hairs in a line along the stem. The leaves are oval and opposite, the lower ones with stalks. Flowers are white and small with very deeply lobed petals.
Traits/Abilities: The leaves and stems of this plant can be made into an ointment to treat burns and minor cuts.
Rarity: 0

DEADLY NIGHTSHADE
Source/Location: In woodland areas and along river banks.
Description: Deadly Nightshade is a tall, branching shrub with large oval leaves. The plant most prominently features dull purple bell-like flowers which are lightly fragrant, and round berries. The berries ripen from pale green to a shiny, enticing black.
Traits/Abilities: Nightshade berries, along with the flowers, can be used alchemically to create a potent poison.
Rarity: 3

DOG’S MERCURY
Source/Location: Grown at the base of woodland trees.
Description: Dog's Mercury has spear-shaped, toothed, fresh green leaves carried on upright stems. It produces a foul and rotten smell, and bears clusters of small, greenish flowers in spring.
Traits/Abilities: The Dog’s Mercury plant is very poisonous when consumed by mouth. The plant causes digestive distress, and depending on the amount can cause the victim to fall into an unresponsive state.
Rarity: 0

DREAMVINE
Source/Location: The Dreamvine can be found anywhere but the hot south.
Description: A slow growing vine that is considered one of the most resilient and hardy types of vine, for it tends to grow up and over almost any surface if it is left to do so, and attaches itself enough that even in storms it is hard to be blown away or dislodged. Commonly mistaken for Chokevine.
Traits/Abilities: When the leaves are allowed to steep in a tea, it causes mild tiredness that often helps people sleep and provides vivid dreams. Raw, its seeds are toxic and cause kidney damage. It has additional uses in Alchemy.
Rarity: 0

FADEMOSS
Source/Location: Darker and more humid locations, like caves.
Description: It appears to be a sort of deep green moss, with faint dark blue hues at the root.
Traits/Abilities: Enough of this earthly moss and roots can be collected and ground into blue-green powder. The powder needs to be put in warm locations to keep its potent properties of heat. It can then become a vital ingredient in Alchemy.
Rarity: 2

FAEBLESSING
Source/Location: Swamplands.
Description: A vine that produces dainty small green flowers with long leaves and a stem riddled with thorns. Matures into a fuzzy bright orange fruit. The plant grows in damp areas along with trees and spreads seedlings once it matures.
Traits/Abilities: The fruit can be collected to harvest the seeds inside as the fruit itself isn’t eaten. Once the seeds are cleaned and dried they can be consumed. If the flowers are collected and made into a paste, it has a consistency of honey and is known as ‘Green Juice’. What it is used for is unknown. It is easy to handle and care for. If fallen or wrapped into the vines, it would make the skin itchy for a day with hives.
Rarity: 0
FOXGLOVE
Source/Location: Woodland clearings and mountainsides.
Description: A somewhat-invasive flowering plant with bell-shaped flowers that grow in upright, cone-shaped groups. They range from white, to pink, to purple in color.
Traits/Abilities: The plant carries medical properties if processed alchemically, but can conversely be incredibly toxic if consumed raw, causing gastrointestinal, cardiac and neurological effects.
Rarity: 3

GARDEN SAGE
Source/Location: Often grown in gardens and woodlands.
Description: The sage is an evergreen shrub with woody stems, grayish leaves, and bluish flowers.
Traits/Abilities: When the leaves are boiled for a tea the product has a medicinal quality of calming a sore throat.
Rarity: 0

GAZER
Source/Location: Temperate grasslands, midlands and deciduous forests.
Description: Pipped, singularly large berries bared on short stems emerging from a single shrub. This shrub usually blooms during springtime, and cannot survive the harsh cold, hence being deciduous. The shrub is unassuming and often appears as just a normal bush. However, during bloom, singularly, large berries form, growing up to 3 centimetres in diameter. The skin of it is starkly white and semi-opaque, and is thus easily spotted. Curiously, the pip (a deep brown) emerges from the surface of the centre of this bush, towards the source of light - most often towards the sun, with its vasculature also near the surface. This results in it looking somewhat like the human eyeball, to which their name derives from.
Traits/Abilities: The berry tastes sweet and sour, but causes gastrointestinal issues when consuming too many, causing one to vomit or be ill in sufficient doses (10+ berries). During rainfall, the runoff gathers a red liquid, which often pools just under the bush, often mistaken for animal blood. Blood however is much more viscous.
Rarity: 2

GLAESWYRT
Source/Location: Common in temperate grasslands and forests. Grows in sunlight.
Description: A plant resembling the sandwort to which it is closely related. Unlike that of the sandwort, the Glaeswyrt flower’s petals are so thin as to be almost translucent, and take on a dull blue colouration. The translucency of the flower is the source of the plant’s name, meaning ‘glasswort’ in contemporary Common.
Traits/Abilities: When consumed, the flower of the Glaeswyrt plant causes minor seizure and paralysis of the muscles in the extremities. When boiled and combined other ingredients, the effect of the paralysis can be amplified tenfold. Consuming large quantities of the Glaeswyrt flower in a single time will have the same effect, and consuming an extreme amount will stop the heart or cause permanent damage to the brain. The average dosage of Glaeswyrt paralysis poison will only cause temporary seizure of one’s muscles for up to a minute, with a person having to consume several vials before it becomes fatal. The stems can be steamed or boiled and eaten as a source of nutrition, but will cause minor paralysis of the muscles if not cooked.
Rarity: 1

GOTTLAND MOSS
Source/Location: Temperate valleys.
Description: A moss not found in the predecessor continent of the Alterans, it is grey and hangs heavily from the trees it is found on, often dragging down branches. Its material is unusually dense and fibrous, and when found in the autumn can even be used in rough hewn ropes. If found at any other time of year, it will be too dry and unable to be used to that end.
Traits/Abilities: Consumed raw, Gottland Moss induces diarrhea and vomiting.
Rarity: 1

GREAT BURNET
Source/Location: Freshwater and wetlands.
Description: A tall plant, Great Burnet has oval, crimson flower heads that appear on long, green stalks, giving them the look of lollipops. The divided leaves have oval leaflets.
Traits/Abilities: The crimson flower heads of this plant have coagulating properties and have been used to stop the bleeding of wounds.
Rarity: 1

HONEYFLOWER
Source/Location: Temperate regions across the continent.
Description: With bright green leaves and flowers, and small golden berries, this plant appears to be a variant of the strawberry plant with some small but distinct differences. The small berries that grow are a sort of translucent, soft shell holding an amber liquid that has the same shade as honey, and these small berries can be consumed safely.
Traits/Abilities: The berries have an addictive quality to them, a sickly sweet nectar that makes one feel overly energetic and active but within the hour feels twice as exhausted as they might’ve been. Excessive consumption of these berries has been known to make an individual reliant on them, enough that they shake and suffer from severe headaches when they do not regularly eat them. The leaves of the plant however can be brewed into a sweet tea or pulped into a soothing salve that has minor infection fighting qualities.
A particular practice has arisen around the Honeyflower berry. Very lightly cutting the outer skin of the berry and packing it in storing salts for over a week will see the berry become hard and crumbly, like a light, golden sugar candy. The energetic and exhaustive properties of Honeyflower berries are nearly doubled when treated this way.
Rarity: 1

LAVENDER
Source/Location: Rocky, gravely plains.
Description: Lavenders are small evergreen shrubs with gray-green linear leaves. The purple flowers are sparsely arranged on spikes at the tips of long bare stalks and produce small nut like fruits.
Traits/Abilities: The Lavender plant is well known for its relaxing qualities, becoming a popular sleep aid. The plant is also useful in treating burns, as well as cleansing small cuts, and ulcers of the skin and mouth.
Rarity: 1
LILY OF THE VALLEY
Source/Location: Heavily wooded areas, commonly beneath the shade of tall trees.
Description: A plant with sweet-smelling, bell-shaped white flowers.
Traits/Abilities: The plant will cause irritation to the skin (rashes, blisters, swelling) upon touch. Gloves and full coverage is usually worn when harvesting it.
Rarity: 2
LIVEWOOD
Source/Location: Temperate grasslands, midlands and deciduous forests. Also known to grow around coastal regions.
Description: Hollow, stemmed plants with distinct and raised nodes, with round and truncated leaves. They’re often likened to bamboo, but however are unrelated. They also have a reddish tinge, similar to rhubarb. This plant is not harmful or toxic, however is incredibly resilient and durable. It can reach up to four metres tall in bloom, however is often stifled to small plants in pathways. The flowers are white, and produced in erect racemes. The stem is thick, and very durable.
Traits/Abilities: This plant is able to grow in poor conditions, and starve other plants of their nutrients, becoming dominant. Most interestingly however, is their ability to quite literally upturn buildings given enough time. It has a very large and thick mesh of rhizomes and roots, providing it proper foundation. Alongside this, its stem is similar to bark, allowing momentous strength. If in the right place, this can easily upturn and collapse a wall, flooring, brick foundations, pathways within a matter of months.
Rarity: 0

MAGEBLOOM
Source/Location: Marshlands or Riverbanks.
Description: With blue leaves and stem with bright teal petals, this flower is easily spotted even if it is rare in the world. It grows in very wet conditions, such as marshes or the banks of regularly flooding rivers. Its petals open at night, revealing it is a faux flower and is in fact carnivorous, emitting a faint glow which attracts insects into its mouth.
Traits/Abilities: The roots of the Magebloom are severely poisonous, in high doses causing permanent liver failure. The leaves of the Magebloom can be steeped into a tea which heightens mental acuity, but if consumed too regularly reacts with the pigment on people’s lips, turning them blue. It has additional uses in Alchemy.
Rarity: 2

MIDNIGHT CACTUS
Source/Location: The deserts.
Description: A dark grey cactus that reaches up to two meters in height, covered in thin black spines. At night, a single white flower at the top blooms, giving off a faint white glow.
Traits/Abilities: A ground powder of this flower can be used as an Alchemy ingredient. It holds a unique sweet scent, but loses its glowing properties. It expands when in contact with a liquid, and can become bubbly and dissolve. If honed into an Alchemical essence, it enhances its properties to become more solid.
Rarity: 0

MOTHER’S EMBRACE
Source/Location: Temperate regions across the continent.
Description: A lone bush growing no taller than two feet in height, sprouting several pure glowing white flowers with vibrant green leaves resembling ferns. It is rumoured to originate from Shalherana.

Traits/Abilities: The fibers from its stems can be harvested and in turn be used to weave clothing, bandages or similar crafts. These crafts are always sterile and, short of being burned to ash, will always knit back together a day later after sustaining damage. If the craft is placed over pierced flesh, its plantlike fibers burrow into the wound to staunch the bleeding and ease pain to a dull ache. The wounds still remain, the craft doesn't stich it, and must require healing as soon as the craft is removed. If the wound goes untreated for 24hrs, it will fester and be prone to growing more serious. It can treat up to two moderate (neither lethal nor debilitating) cuts/stab wounds in this manner each day, even if the wound is inflicted through the item. Wounds may leave behind pale scars. It takes an action to place the craft and have it work, unless worn.
Rarity: 4
Masterwork Effect:
Placing a Masterworked Mother's Embrace craft over an injury will stabilize it and remove any physical intrusions (e.g. lodged arrowhead). It can stabilize up to two non-lethal wounds or a single lethal one each day, in addition to removing any infection from wounds treated. The effect takes one round to burrow and unlodge and the area will remain sensitive. The wound still remains, the craft doesn't stitch it, and still requires healing when the craft is removed. Any fatal wounds not treated immediately, within one hour of use, will begin to fester and grow worse.
MUCKVINE
Source/Location: Found growing near settlements, on structures in the outskirts.
Description: Muckvine grows up from the ground, crawling upon any structure it can find. The plant is dark green, the leaves blackened on the tips.
Traits/Abilities: When consumed, all parts of the vine induce dizziness and nausea.
Rarity: 0
MYSANTHEUM
Source/Location: Tends to grow and flourish in areas of rift activity, lingering even when the rifts are long closed.
Description: Notable for their bright blue, teal and sometimes purple flowers, these plants grow rather quickly. Reaching no taller than 30cm in height, they tend to spread outwards across the ground with mossy leaves to securely root itself in the area. These flowers will glow softly in darker conditions, the light flickering slightly with cyan undertones. The roots of these plants however are a deep crimson hue.
Traits/Abilities: When the roots are cut and grounded, they can become a unique hot and edible spice on dishes and meats. The more intense properties can be made into an alchemy ingredient.
Rarity: 1

NETTLE BUSH
Source/Location: Deep Forests.
Description: Dark green needle-like leaves with vibrant pink and purple berries and fuzzy yellow flowers. At first glance, it could be mistaken as a blueberry bush. If poked or scratched by the leaves it would inflame the area as to protect itself.
Traits/Abilities: The needles are sharp enough and holds a mild numbing agent once injected into the skin after swelling the area. Takes two to harvest. If not more. No one is sure what the usages of the flowers or the berries could be used for.
Rarity: 0

PASSIONFLOWER
Source/Location: Arid mountain ranges.
Description: Passionflower is a climbing vine with unique tendril-like floral structures. Their flowers can be found in many different varieties of flowers.
Traits/Abilities: The leaves and roots of this plant contain powerful sedative and anti-anxiety qualities.
Rarity: 0

PEPPERMINT
Source/Location: Wet margins of brooks, streams and ditches, and also in very damp soil.
Description: Peppermint has square stems, stalked, smooth, dark green leaves, and blunt oblong clusters of pinkish lavender flowers.
Traits/Abilities: While Peppermint is widely used as a flavoring, when brewed into a tea or reduced to the oils the plant has many medicinal properties. It is used for sore throats, as well as used to soothe stomach conditions.
Rarity: 1

ROSEMARY
Source/Location: The plant is hardy, growing in grasslands.
Description: A woody, low growing herb. It has fragrant, needle-like leaves with white, pink, purple, and blue flowers.
Traits/Abilities: The plant has medicinal qualities to soothe the digestive system, as well as its qualities as a herb in food.
Rarity: 0
ROYAL TEETERER
Source/Location: In woodland areas and mountainous climates.
Description: Royal Teeterer is a short shrug with thin, almost cylindrical leaves which match the pale green color of its stems. At the tops of which are stacked bunches of purple petals, forming the flowers - the plant is easily mistaken for lavender at first glance, but the royal purple petals make it differentiable.
Traits/Abilities: The petals and leaves can be harvested and processed alchemically to create poison.
Rarity: 0
SANGUIRA
Source/Location: Found in areas that are known to have had blood spilt upon the grounds.
Description: This flower is not unlike a lily in its appearance, though the petals are very rarely red and take on more purple, pink, and maroon hues instead. The leaves are a little sharp, and small thorns of crimson will grow upon the relatively thick stem. The sap of these flowers appears deep red, hence its namesake, made more eerie by them tending to only grow near to where blood may have seeped into the ground.
Traits/Abilities: The sap holds a cool numbing property after being applied, even when washed away. It needs to be harvested in larger quantities to extract enough to be of real use, however. As a normal balm, it can numb an area on the skin for at most 1 minute. As an alchemical ingredient, the numbing properties are longer.
Rarity: 1

SILVERBLOOM
Source/Location: Grows on pines in the extreme north.
Description: The vine and leaves of a silverbloom are green-grey, resembling silver or polished steel beginning to rust green instead of red, or perhaps becoming overgrown with moss. It grows up pines and northern cliffs, coating the bottoms and thinning as it climbs. The vine flowers as it grows, with the flowers resembling metallic quasi-blue roses cut from steel or silver. Though resembling metal, the organism itself is entirely organic, and when hacked open will show a green and blue interior structure composed of a tiny network of honeycomb shapes.​
Traits/Abilities: The silverbloom vine itself is incredibly strong yet flexible, comparable to a tough piece of wiry thread. The leaves and flower petals of a silverbloom are similarly strong. The silverbloom and its flowers (when removed from the vine) never wilt, so long as they are routinely submerged in water.​
The natural strength and beauty of silverbloom lends itself to being an effective armor choice. It is as resilient as chain against physical attacks, and by some inherent magic conveys the same resistance to mental effects. Armor made of silverbloom should be stored in fresh water or snow when out of use. When stored this way, damage inflicted will naturally repair itself in a few days’ time. An intact silverbloom flower is known as a silverblossom. If not rendered into petals for making scale armor, their only use is their extreme beauty and their longevity, never wilting so long as they are supplied with water once removed from the vine. The silverbloom vine, so long as it is occasionally submerged or has an end left in a body of water, is a naturally growing wire that will never die. These can be cultivated and polished into glowing strings for bows.​

Rarity: 0

SHIMMER ROOT
Source/Location: Often budding on plateau’s or atop mountainsides.
Description: This plant has two main phases. In its mundane phase, it sits soft and unassuming. White, closed buds, similar to a tulip. In its primed phase however, the white buds open into a spiral. Interestingly, the white seems to be covered in a blue shimmer that whisps about seemingly beneath the epidermis of the flower. Micro vibrations within its individual cells cause mechanical air compression and dilation in its surrounding environment, resulting in a low but undulating hum. This telltale hum can be heard from a fair distance, and is often a telltale sign that it is in bloom.
Traits/Abilities: This flower only opens up into its primed state at the onset of a full moon. However it will remain “primed” for the next several lunar phases, notably waning gibbous before closing and losing its primed state after the third quarter. The flower will close during the day, but still retain its shimmer and hum. Dew from this plant can be collected, even in dryer air. This dew will usually replicate the shimmer and wisp from the plant, however will similarly degrade into seemingly mundane water post the third lunar quarter. It becomes a useful ingredient when used in Alchemy.
Rarity: 0

SPIRITS WAIL
Source/Location: Ashlands, Coastlines.
Description: A white orchid-like flower plant that only glows white under starlight. Illuminates around 2-3 blocks in range. Rarely seen around volcanic lands, but can be cultivated and spread. Thrives in warm atmospheres near sea-salt water sources.
Traits/Abilities: It has no medicinal properties.
Rarity: 0

THORNPEST
Source/Location: Forests, Swamps.
Description: Thornpests are a fast growing plant, which grows solely on metal. There have been sightings of large colonies of these plants overtaking ruined villages in short time. Traders often find they've picked up some Thornpest along the way when traveling through forests. The metal they grow on can be saved by scraping the small recently grown plants off of the surface with a knife. When left to grow, Thornpest will grow larger and it'll be much harder to remove the plant from the metal. If they are not removed in the early stages of colonization upon metals, they can become a real nuisance. There is a point of no-return, when too many have grown, in which it is almost impossible to remove all of them. When this happens, people often opt to move elsewhere, leaving a ruin filled to the brim with these spiky plants growing on all metal surfaces.
Thornpests spread by use of nuts. In essence, they are nuts themselves. When the Thornpest blooms, it stinks of rotten eggs and attracts flies, which pollinate the tiny flowers between the thorns. Once the flowers are pollinated they form into small nuts which they release violently when disturbed by movement. The nuts carry tiny thorns of their own already, making them stick to the surface they land on. Those who have been in a Thornpest infested ruin are wise to throw away their clothing before stepping into their home.
Thornpest grow on metal, because they need the element to survive, much like venus fly-traps trap flies to get nutrition in a bare environment. The Thornpest then uses the metal to grow the vicious needles with which it protects itself. Beneath the needles is a soft nut-like tissue which can be eaten and tastes differently depending on which variety of Thornpest it is. Some incredibly wealthy people grow Gold Thornpests purposely to boast with during fancy dinners. Once the metal surface is covered in these plants, it will degrade over time until there's nothing left of it, by which time the pest would have likely spread new seedlings that'll one day find a metal surface to colonize and grow on.
Traits/Abilities: It has no medicinal properties.
Rarity: 0

TURMERIC
Source/Location: Areas with heavy rainfall.
Description: The Turmeric plant reaches about one meter in height, and bears long simple leaves. The leaves emerge in a branching pattern from the older parts of the plant. The small yellow-orange flowers, are produced from the top most leaves.
Traits/Abilities: The underground stems are used as a condiment, a textile dye, and medically as an aromatic stimulant. The stems have also been long used for its anti-inflammatory properties.
Rarity: 0

VOLBUS CHELAK
Source/Location: Ashlands.
Description: This plant is small in nature, with green round petals, growing under rocks and gravel of the Ashlands, using the shelter of shadows. On rare occasions, it sprouts a red flower.
Traits/Abilities: When this plant is crushed, it can be used as a salve to soothe burn wounds and blisters.
Rarity: 0

WATER HEMLOCK
Source/Location: Wet soil; primarily near ditches, streams, ponds, and marshes.
Description: Water Hemlock is a low bush with smooth or sometimes serrated leaves that are ovate and lively green in color. The main parts of the bush are sturdy stems tucked towards the middle, from which thinner stems branch off and end in clustered bouquets of small, white-pettled flowers that have pink and green buds.
Traits/Abilities: Every part of the plant can be used to create a poison via alchemy.
Rarity: 2

WHITE SNAKEROOT
Source/Location: The flowering plant is found in rocky soil, in forests and beside streams and rivers.
Description: The White Snakeroot is a multi-branched flowering plant with smooth stems and fibrous roots. The flowerheads are organized in loose, terminal, flat-topped clusters. The flowers point upward and are clear white and tuftlike in their nature. The leafy appendages at the base of each flowerhead are broad and green in color.
Traits/Abilities: When White Snakeroot is consumed by livestock they can produce a milk that is tainted with the poisonous qualities of the plant. They create a sickness in whoever drinks the liquid. The milk poisoning can result in a condition that is marked by weakness, vomiting, and constipation and can be fatal.
Rarity: 0

WINTERGREEN
Source/Location: The shade of forests.
Description: The aromatic plant grows across the ground with soft green leaves. They produce round, red berries which have a mint like flavoring.
Traits/Abilities: When the berries and leaves are brewed into a tea they can be used to alleviate aches, pains, sore throats and rheumatic symptoms.
Rarity: 0

WITCH HAZEL
Source/Location: Temperate woodlands.
Description: The Witch Hazel is a short shrub with long woody stems, prickled with oval shaped yellow leaves. Their small blooms come in colors of orange, yellow, pink, red, and purple.
Traits/Abilities: The leaves and bark of this plant have anti hemorrhagic qualities.
Rarity: 0
WOLFSBANE
Source/Location: Usually found in cool, moist mountainous parts of Altera.
Description: The perennial Wolfsbane is a short plant with thin, oval shaped leaves, dark green in color. Tall stems jut out from the top of the plant, covered with numerous purple flowers.
Traits/Abilities: The flowers, specifically their petals, can be collected and processed alchemically to create poison.
Rarity: 3

VALERIAN
Source/Location: Grasslands and Meadows.
Description: The small white flowers of the valerian are sat upon tall and branching stems of the green and fleshy plant.
Traits/Abilities: The root of the valerian plant has powerful sedative qualities.
Rarity: 1

YELLOW DOCK
Source/Location: Pastures and Grasslands.
Description: This tall-stalked flowering plant is characterized by the narrow leaves that curl along the edges. Yellow dock flowers are green and sometimes a touch of red. The flower has no petals. This unusual flower is located on a long slender, branching cluster at the top of a stem; flowers turn brown when they mature.
Traits/Abilities: The stems and roots of the plant can be made into an ointment or paste that is a powerful cleansing agent.
Rarity: 0
Credits: Lore Team 2021
Grey's Teeth Catanomical Bittertooth,Volbus,Spirit's Wail Solus, Thornpest Bartooliinii , Bloodwort,Nettlebush DizPanda, Elz on hellscape update, Electric on flora additions.
 
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FUNGI
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ASHEN BLOOM
Source/Location: Deadlands/Blightlands
Description: A mushroom that resembles a blooming rose, ruffled ridges, teal blue in color. Glows faintly at night or complete darkness in the same color as the above. Illuminates to the effectiveness of small candles, inferior to glowstone or other proper lighting sources. Rare — found only after weeks of rainfall, and only in certain areas in temperate or maritime climates.
Traits/Abilities: It acts as a strong psychotropic and carries many of the qualities of mescaline (active chemical in peyote) — hallucinogenic experiences are similar to those given by Qlippoth, but lack specific direction or actual meaning. Any interpretation of the hallucinations is vapid conjecture.
Rarity: 1

BESPECKLED GENTLEMAN
Source/Location: Warm, humid environments across the continent.
Description: A beige mushroom with red spots.
Traits/Abilities: Used in healing poultices, Bespeckled Gentleman is ground up into a paste which soothes skin rashes.
Rarity: 0

BUTTON MUSHROOM
Source/Location: Warm, humid environments in moderate woodlands.
Description: It is a white conical mushroom, with a single black dot at the top.
Traits/Abilities: Causes shortness of breath, if consumed in too large of quantity it can induce a heart attack.
Rarity: 0

CRIMSONWORT
Source/Location: The Nether Hellscape
Description: What was previously known to Altera as the Nether Wart has mutated, adapting to a new, more colorful world. With the sudden discovery of mystical materials such as Mirrorwood and Machanite, one can only theorize why the Pantheon gifted alchemists with an oddity of their own. Crimsonwort is a plant native to the Nether, growing in deep darkness out of brown patches of soul sand. It can be cultivated on the main continent with some ingenuity and a dark room, which is what most alchemists opt to do - oddly, the hellish mushroom pays no mind to the temperature, growing all the same in deep cold or striking heat.
Crimsonwort is a small, sprouting growth, blood-red in color with shades of black making an appearance too. It glows with a gentle crimson hue, adding to its already mysterious appearance, and is spongy to the touch. It lacks both flavor and aroma, but consuming Crimsonwort in any form leads to nausea and sickness; mild food poisoning.
Traits/Abilities: Of course, its main purpose is singular: to serve as the base of alchemy. After being calcined to a fine powder via mortar and pestle, the crimson dust is processed through an alembic to create Crimsonwort Essence, the most basic building block of alchemy and the concoction dearest to an alchemist’s heart.
Rarity: 0

DEATHSUIT
Source/Location: Warm, humid environments in deep woodlands.
Description: A beige mushroom with red spots and black dots.
Traits/Abilities: Consumed in any form, Deathsuit leads to complete organ failure and death within twenty-four hours.
Rarity: 0

FAERIESHROOM
Source/Location: Warm, humid environments in moderate woodlands.
Description: Tends to be found growing in circular patches, inexplicably. It is white with red dots.
Traits/Abilities: Consumption results in chills and shivering, an inexplicable sense of being cold.
Rarity: 0

GREYS TEETH
Source/Location: Freshwater and wetlands.
Description: These fungi are primarily ranged deep within cave systems, that have coniferous tree roots present within. The fungi forms on the roots, assisting with the host’s ability to absorb a variety of minerals. In return, the fungi draws carbon from its host tree. Grey's Teeth is a small fungus, with equally small projections. These projections, the spores, grow in a circular manner around the surface of the cap, precipitating droplets of a green bio-luminescent fluid. To many, this fluid is the prize.
Traits/Abilities: If drained and eaten, the taste is extremely bitter, numbing the gums then once digested semi-relaxes the muscles of the body. Traditionally, Greylings have used this fungi to dose themselves recreationally, additionally more concentrated dosages were used to subdue and keep captive Earthspawn docile. Medicinally Grey’s Teeth is able to reduce heart rate, with enough consumed ooze causing an intoxicating state of relaxation.
Rarity: 1

SHROOMLIGHT
Source/Location: Darker, shaded areas.
Description: Sometimes mistaken for moss, this lichen grows upon almost any surfaces once it takes root there providing it is not in direct sunlight. Though it does originate from the Hell Realms, it has found its way into the main world through various rift openings to take root in darker, shaded areas.
Traits/Abilities: Its main attribute is that it glows a rather bright shade of blue, or cyan. Shroomlight lichen grows over all kinds of matter so long as it has room to spread. It can cover tree trunks, or crawl over wall fortresses through cracks. Fire and extreme cold temperatures are the only thing that deters it, forcing it to flake away.
Rarity: 0

SPECKLED WHITECAP
Source/Location: Deadlands/Blightlands
Description: A small mushroom with a thin stem and domed head (cap) — a very light green in color, which glows vibrantly at night or in complete darkness. Illuminates to the effectiveness of small candles, inferior to glowstone or other proper lighting sources. The cap has numerous grey spots (scales), which help identify it. Relatively common in humid areas, such as coastal areas or southern tropics, likes low-light conditions such as caves or under trees.
Traits/Abilities: Can also be cooked and eaten without negative side effects — very unique taste, similar to that found from a Morel mushroom, and has a flavor best brought out by butter. It helps clot blood slightly faster.
Rarity: 1

SPOTTED ELF
Source/Location: Warm, humid environments in the south of the continent.
Description: A mushroom that is light orange with white spots.
Traits/Abilities: When consumed, results in blurred vision and - if over consumed - blindness.
Rarity: 0

TOADSTOOL
Source/Location: Warm, humid environments across the continent.
Description: Beige, short, and squat mushroom with no other color.
Traits/Abilities: If consumed raw, causes indigestion.
Rarity: 0

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TREES
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ARCHBLOSSOM TREE
Source/Location: Locations touched by Archon.
Description: From the remnant powers of Archon's demise grows a tree unlike any other. Raw energies visible pulse through its teal roots. It stands tall, with long limbs covered in pure white leaves, leaves that resemble an angel's feather, but symmetrical, like a leaf. This particular tree is found at Archon's fall, just west of the Sisterhood of Shalherana's holy grove.
Traits/Abilities: Pilgrims and travelers often stop at the Archblossom Tree, testing the purity of their soul. Leaves will drop specifically for those good of heart in the eyes of Archon, by testing their soul against his remnant powers. Those good of morals, who are free of sin, and who are empathetic find that leaves fall for them, clattering to the earth below. Archblossom featherleaves are as strong as steel for those worthy, but as light as a feather, unless they are forcibly plucked from the tree, causing whatever was cut off to crumble and decay. These featherleaves can be dried and linked together into a coat of plates, by threading it over hide. Or can be made into a light, armored cloak.
[Archblossom Wood] Those with the purest hearts are rarely gifted an Archblossom limb, pulsing with a gentle teal light, even after being plucked from the tree. Touching the limb brings vigor to its wielder, bringing hope to their hearts, and filling them with determination. As long as the wielder lives, their grasp on the wood will never loosen. This effect does not occur if the user does not have a soul.
[Archblossom Fruit] A teal fruit, plump in nature and the size of a peach. Within its center is a small translucent crystal in place of a seed. The skin is a varied teal while inside is a pale, cream color. When bitten into, it's soft and juicy. A refreshing sweetness spreads throughout the one who's eaten the fruit whole, giving a slight spark of delight. Even the most vile will be able to taste it. The crystal seed is frail and breaks under pressure, but is the source of its origins. It can only grow out in the wilds and cannot be cultivated with ill or eager intentions.
Rarity: 4

Masterwork Effects:
[Archblossom Leaf] The pure of heart are protected within the confines of a cuirass of Archblossom. As their hearts are shielded physically, so are their souls metaphysically. Attempts to corrupt the soul from possessions are hindered with a roll of advantage, upon DM discretion.
[Archblossom Wood, Bow/Crossbow] Wisps of light seep from the grain of the wood. They coalesce into a clear shape, a circle by the holding hand, a formation of latent magics that acts as a 'sight' for the bow. This circle magnifies vision (2x), allowing for incredibly accurate shots. Does not work if the user does not have a soul.

BIRDWOOD
Source/Location: Around Plains.
Description: Birdwood trees appear as ethereal trees of light-brown bark, swaying easily in the wind. Their branches curl up and around, giving it a swirling picturesque form. They carry no leaves and bear no fruit.
Traits/Abilities: Once chopped, their planks are light enough that a lone man might carry a trunk's worth. It is used in the construction of ships, making them faster across the water.
Rarity: 3

CORRUPTED ARCHBLOSSOM
Description: Upon piercing the tree of an Archblossom with a strike of starblood, it corrupts the ridges of the wood and leaves. Its leaves turn to shades of dark-blue and the bark begins to darken to a midnight black with ridges of starry white. This tree no longer grows additional fruits, preventing it from seedling more of its kind.
Traits/Abilities: Like its namesake, the Corrupted Archblossom will drop featherleaves as strong as steel- though, no longer as light as feathers, it’s still light enough to carry. These featherleaves can be dried and linked together into a coat of plates, by threading it over hide. Or can be made into a light, armored cloak. Those of any inclinations of the heart are able to wear them. It provides the defenses as decent as the Archblossom.
The tree itself can be cut and carved into bows and crossbows, retaining its colored stain, though providing no additional mechanical benefits.

EASTLANDER CHESTNUT TREE
Source/Location: The eastern quarter of the continent.
Description: It resembles a chestnut tree, growing tall with green leaves and outstretching branches, and producing its fruit in the form of a chestnut.
Traits/Abilities: When consumed raw, any element of the tree is a mild poison, causing nausea.
Rarity: 2

EIZHOLZ
Source/Location: The frozen, bitter North.
Description: The Eizholz is a spectacularly resilient tree of ice solely found in the coldest corners of the North. It bears no leaves and has deep reaching roots that pierce the icy mountains and wastelands, and its bark and trunk can be harvested for their supernatural properties. The “branches” of the tree grow in ways that resemble jagged stone and ice, and are an icy blue when living and healthy. They dull and become grey when harvested, but are still achingly cold to touch with bare hands. Minimal gathering is possible on the surface, as the majority of the tree’s usable wood is within the roots - an event is required for gathering in bulk. Almost impossible to gather under regular circumstances, the root tips of the Eizholz, buried deep within icy mountains, are additionally a rare and sought after crafting element.
Traits/Abilities: The wood cannot heat up, burn or melt by any natural means and is also extremely durable. A craft made of Eizholz returns to shape if it retains most of its structural integrity (e.g. the craft is not split in two, shattered or similar) and is placed in an ice bath overnight. The unique fibers of the wood seal together due to the water, which is left incredibly chilled after the craft has been repaired.
Note: High tiers of spells using flame from E3 and T3+ in arcane and divine will char and damage the wood enough that it must be soaked in an ice bath to repair overnight before using once more.
Eizholz is a heavy wood in comparison to other natural woods. Arrows benefit from the weight and durability the wood provides as arrow shafts; it is comparable to icy stone in terms of durability. Its sap can be mixed into weapon oil to allow mundane materials to survive better in bitter cold scenarios, additionally. The sap can also be applied to skin directly, functioning as a powerful coolant that turns a warm summer day into a breezy autumn morning.
Rarity: 3
Masterwork Effects:
[Bow/Crossbow/Scorpion/Ballistae] A cloud of mist permanently coats the weapon. When fully drawn and used to loose a projectile that does not hold any properties of heat, a thin layer of solid ice coats the projectile. This layer of ice adds to its weight and mass by roughly 3lbs for a crossbow bolt, 5lbs for an arrow, and 7lbs for scorpion and ballista bolts. When the projectile strikes or sinks into its target, the ice splinters and bursts like an ice cube dropped in boiling water. This mildly expands wounds.

EIZHOLZ ROOT TIPS
Source/Location: Event only.
Description: A mystical object from the Eizholz tree. Found deep underground in minimal quantities, this root tip can be harvested and crafted into narrow arrowheads, and rarely, large enough to craft small blades. Harboring similar qualities as the Eizholz wood, this bluish grey wood instead remains dangerously cold to the touch, and is more like stone in composition.
Traits/Abilities: Flesh will freeze and become frostbitten within mere seconds of physical contact with the material. Crafts must be designed to protect the user from this dangerous chill. Like Eizholz wood, the root tips are extremely resilient, but not indestructible. If the craft is not completely destroyed or severed in any way, it can be chilled in an ice bath to repair itself. Though the Root Tips can repair themselves within seconds.
Rarity: 4
Masterwork Effects:
[Blades/Arrowheads] Eizholz Root Tips harden even further, and are comparable to steel in their strength and rigidity.

THE ELM ELK
Source/Location: Near most forests.
Description: The Elm Elk is a tree that can live for centuries if left to its own devices. Its leaves are dense, light green and plentiful and its wood is dark-green with rough ridges, caked with the occasional moss. Its roots are shallow, making it vulnerable to being uprooted in most stormy situations. It is said that the wood of the Elm Elk may carry a dusty scent if not cut with care, causing rashes and allergies to the more vulnerable of its handlers. Rumors have it that the Fey have cursed, or depending who asked - blessed, these trees to weed out those that harm the forests and to prevent deforestation of their homes.
Traits/Abilities: The bark of this tree is elastic and strong, perfect for uses as types of bows and longbows. Strings drawn from a craft of this wood give off the light hum of a Fey choir.
Masterwork Effects:
[Bows/Crossbows] Wonderous Crafts of this wood seem to carry a boon of the Fey. Arrows shot from the craft that strike their targets, and draw blood, will cause a harsh boiled red rash to form upon the limb struck. An allergic reaction forms, much like one does towards poison ivy.

IRRUT
Source/Location: Blighted land.
Description: A horrendous product of unnatural alteration with wildlife. A medium-sized tree, composed entirely of spiraling, muscle-like tissue. The branches can be harvested and pressed into shape.
Traits/Abilities: Once the wood is ‘cured’ into its shape, it becomes extremely flexible. However, intense force is needed to bend or pull the wood, and the wood will violently pull back into its cured shape when force is applied to it. Bow and crossbow limbs benefit tremendously, creating bows with incredible force behind their projectiles. (Multiply the draw weight of standard non-irrut bows, crossbows, scorpios, or ballistae by 1.25. That value equals the draw weight of the item. Irrut wood pulls back into shape with more force than it was pulled back with. Multiply the force of a non-irrut projectile by 1.35. This value equals the force of the projectile when shot from an irrut item.)
Rarity: 3
Masterwork Effect:
[Bow/Crossbow/Scorpio/Ballistae limbs] Irrut wood becomes even more 'lean', further increasing the power viable for the weapon. (Multiply the draw weight of standard non-irrut bows, crossbows, scorpios, or ballistae by 1.35. That value equals the draw weight of the item. Irrut wood pulls back into shape with more force than it was pulled back with. Multiply the force of a non-irrut projectile by 1.5. This value equals the force of the projectile when shot from an irrut item.) Blunt arrows shot from a bow or crossbow will cause an additional knockback of 3 meters for small or medium sized beings.

MIRRORWOOD
Source/Location: Rarely found in mountains and stone outcrops across the continent.
Description: A small tree seemingly made of silver, sprouting from rough cracks in stones. Its wood harbors a clean, reflective sheen. Despite being named a tree, this plant is composed mostly of long, dense, growing fibres of a bright silvery make. These fibres create a brilliant continuing spiral up the trunk of the plant. They are extremely strong, flexible like string, and can be woven into clothing, or bowstring. The fibres dull only slightly when the plant is harvested, if it is harvested. Rare and coveted, it is often used as a decoration by nobles in small pots about their home, as the Mirrorwood seems able to survive without much direct care.
Traits/Abilities: Plants that spend most of their time in the sunlight, and are treated with intense care, will grow, over time, producing thin streams of silver fibres that can be plucked and harvested. Only the narrowest of weaponry can pierce woven clothing, such as bodkin arrows, rapiers, estocs, and other weapons of similar make. Mirrorwood clothing is comparable to butted steel chainmail.
A Mirrorwood tree can be corrupted by piercing the flesh of the plant with a shard of Volatile Obsidian, which is a costly process yielding a unique material. The volatile nature assaults the mystical fibres of the plant, calcifying them in entropic darkness. These fibres are as black as Musou Black, and those crafty enough in tailoring can make use of these threads for unique crafts. Though one would be lucky to have enough to craft a mask, let alone a full cloak, crafts made from Darkthread shroud the wearer in a perfect blackness that is impossible to detect in the dark. Additionally, Darkthread crafts circling ones head seem to block Arcane spells aimed to infiltrate the mind or soul of the wearer. Furthermore, due to its dark nature, those shrouded by a cloak of this coveted material can blend in almost completely in dark conditions. Corrupted Mirrorwood is softer than pure Mirrorwood, most like mundane silk in texture and strength.
Rarity: 3
Masterwork Effects:
[Mirrorwood] With an increased thread count, masterworked Mirrorwood clothing becomes comparable to riveted refined steel chainmail.
[Corrupted Mirrorwood] With a higher thread count, Corrupted Mirrorwood does not lose its protective capabilities, comparable to non-masterwork pure Mirrorwood.

PRICKLY ASH
Source/Location: Temperate woodlands across the continent.
Description: The bark of the Prickly Ash has many short spines, protecting it from animals from sharpening their claws by gouging into the bark.
Traits/Abilities: Its roots, allowed to steep in alcohol, produce a strong disinfectant.
Rarity: 2

REACHING IVORY
Source/Location: Near sources of freshwater, be it lakes, rivers, or streams. Events only.
Description: These trees grow tall and with reaching branches. Covered in a thin layer of light, ivory bark, the leaves are a stark contrast in hues of maroon or deep crimson. These leaves grow like moss or ivy, down to the ground and are light enough to move with the winds in an almost eerie motion. The leaves themselves smell like a mix between ash and incense. During the months of fall, they bloom small black and orange flowers that move upon the winds, often being mistaken for embers.
Traits/Abilities: The bark of the Reaching Ivory can be carved by those exceptionally skilled. The wood carries an unnatural soft warmth to it when held and the grooves of the bark tend to have a red tint to it. Any carvings carved upon the wood will emit a nefarious candlelight red glow.
Masterwork Effects:
[Bows/Crossbows] Masterworked weapons will have carvings and marks glow more intensely, with orange embers and wisps of ash harmlessly dusting from the crafts when in motion (or being drawn). Projectiles shot from this wood will carry a plume of ash upon their end and an ember tip. When the projectile strikes or sinks into the skin of its target, the veins beneath them will turn purple-black. The wound carries a corrupted bacterial infection and must be treated properly to heal, or else the infection beneath the healed over skin remains and festers beneath.

TARWOOD
Source/Location: The Ashlands.
Description: Birthed from the lifeless stones and molten pits of the Ashlands by the eccentric entity known as Strange. This wood is dense and has dark, rough bark. The tree imitates death, appearing to be a lifeless and brittle lifeless tree. Beyond the bark, the wood is even darker, and is rich in a dark, inky ‘sap’ that stains the wood.
Traits/Abilities: Tarwood is incredibly resistant to flame, but is likewise incredibly conductive to heat. The wood itself will reach hot temperatures, hot enough to burn flesh, before it sets aflame and crumbles.
Rarity: 3
Masterwork Effects:
[Rowboats] Wooden crafts made of Tarwood are no longer conductive to heat and are sustainable against even the hottest of the lava elements. Lava does corrode and create rough grooves within the wood it touches that must be managed and sanded, though, and the lava slowly wittles away. The wood absorbs heat and excretes a subtle ashen dust around it. It no longer crumbles in infernal temperatures.
Credits: Lore Team 2021
Grey's Teeth Catanomical Bittertooth,Volbus,Spirit's Wail Solus, Thornpest Bartooliinii, Bloodwort, Nettlebush DizPanda, Elz on hellscape update
 
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