Part of building any world is filling it with vegetation and herbs that are used for medicinal (and poisoning) purposes - Kingsfoil, Tears of Lys, Angolan Sauntering Tree, Gurdyroot, and Firemoss, among others. These can help to distance the reader or player just enough that they stop trying to formulate paracetamol or gunpowder, as well as helping the world to feel lived-in. Some might be inherently magical, or just medically useful.
Here are a few herbs that you might find in the shop of a well-stocked apothecaries, or even in the rare jars of specialist herbalists. 1 - Yakkio Leaf: A thick, lush green leaf with a luminescent purple vein running down the middle of it, this plant grows deep in tropical jungles. If folded into a cup or bowl, one quart of water becomes fortified over the course of about an hour, and pouring it onto another plant produces an effect similar to Druidcraft, making it instantly develop a month's growth. This causes the Yakkio leaf to crumble to dust after use. 2 - Snowhusk: This pale pink flower grows only in extremely-cold climates, and has silky leaves similar to corn husks. Although the flower is sweet-tasting and its stamens are used in the preparation of a specific botrytis wine, its seed pods are small, tasteless black beads. When ground into a powder, they can become an almost instantly-lethal inhaled poison. 3 - Stinky Wormgrass: A spindly grass that grows at the base of larger deciduous trees and produces a terrible putrefying smell. When picked, its roots squirm briefly. If brewed into a tea, stinky wormgrass is often known as 'dosira' and is tasty, though still fragrant. It allows those who drink it to pass without sweating for a few hours, preventing them from being tracked by scent. 4 - Wytchsalt: This red, crumbly crystal grows deep underground in areas of magical radiation. It splinters to the touch, easily penetrating humanoid skin and giving them disadvantage on saving throws against spells and magical effects for the next 7 days. When carefully harvested and kept in absolute darkness, it can be administered in food to affect those who eat the food, although cooking weakens its hold, meaning it only takes hold for 24 hours. Those affected by Wytchsalt begin to bleed softly from their fingernail-beds. 5 - Dreamtea Nuts: Growing in arid or dry conditions, Dreamtea nuts are often taken for their hallucinogenic effects. Their hard exteriors can be cracked open to reveal a bluish brainlike interior that squishes on the tongue. Those who partake of the tea or eat the nut report that it tastes like the memory of the number seven, for unexplained reasons, and then descend into vivid fever-dreams for 2d6 hours, during which time they are incapacitated. They receive the effects of a Divination spell as they navigate this dream, although people who partake of tea from the same nut share the dream together, receiving only one spell benefit. 6 - Yeklogan Shoots: These soft grass roots are woody and damp, like bamboo shoots, and grow in mangrove areas. If planted in dry soil, they cause nearby plants to grow into a Spike Growth effect over the course of one minute, lasting over an hour. Only by keeping the roots wet can this be prevented. 7 - Fire Petals: The vivid orange petals of this delicate vine grow in damp jungle climes, and shimmer with heat. If plucked, they increase in heat quickly and dramatically. A single petal, if broken, can ignite a fire much like flint and tinder, while a handful of petals produce an effect similar to Burning hands (save DC 12). 8 - Kojiary: Growing generally on extremely high mountaintops (24,000 or more feet high), this tiny blue flower is almost unnoticeable, and seems to wilt quickly when exposed to oxygen-rich environments. However, legend says it was blessed by the Sun God, and its juice grants the effects of a Greater restoration. 9 - Hateblister: A fungal growth that manifests as sheets of pale mushroom flesh, often a foot or more square, and pinkish. It blisters instantly if touched, and the yellowish fluid within is a contact poison that causes the target to become Stunned for 8 hours (Constitution saving throw DC 14). At the end of the time period, the target is allowed another saving throw, remaining stunned for an additional 8 hours if they fail. Those who fall prey to Hateblister sometimes die next to the growth, allowing it to spread to a wider area. 10 - Cavern Vaggath: Unlike 'normal' vaggath, a harmless roadside weed, cavern vaggath is bioluminescent, with a pale blue radiance. Its taste is indescribably vile and it squeaks in the teeth, but allows someone who consumes a fresh handful to gain darkvision with a 60-foot range for about 1 hour. 11 - Blood Saffron: Growing in remote mountain valleys, blood saffron is a violently crimson-coloured flower. Crushing its petals and stamen into a powder allows those who inhale it to enter a barbarian's rage for up to one minute, seeing visions from Guthurzk, the fiendish god of murder. It is carefully harvested by the Orc tribes of the far north for religious purposes, and sometimes used in extreme situations to create legions of berserkers to attack their foes. 12 - Jade Moss: A pale green moss with slight translucence which grows in very sunny areas, this moss must be harvested carefully by someone wearing thick gloves, due to its slight acidity. It is tasteless, odorless, and has the consistency of jiggly pudding. If an ounce of jade moss is touched to metal surfaces, it causes the metal to heat quickly, as the Heat metal spell (saving throw DC 13). This causes the jade moss to evaporate and crumble. Requested by Yosuke Jones. 21/12/2022 12:00:06 pm
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