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Lacuna
16th June; Gained 2 Goodwill from a Gillsmouth event.
24th June; Gained 1 Goodwill from a Gillsmouth event.
28th June; Gained 3 Goodwill for DMing a Crystal event.
29th June; Gained 1 Goodwill for progressing to Stage 2 of the Mysterious Malady.
11th June (ish) ; Gained 1 Goodwill for DMing.
Total: 8
THE NIGHT STAR
Mistress of the Stars, Gateways, and the Otherworld
=][=
[ Generals ]
N/A
Melarue served Dranoden, the Night Star, as his loyal General up util his death to the weapon of Grief. There she took his title and what he left behind and returned from his plane of ascension, to do her bidding within the mortal world unrestrained by any keeper.
In terms of aesthetics...
All Pactbound take on an initially subtle appearance, from paling skin with darkened veins to eye shifts into black or teal hues. Horns begin to sprout marked with teal runes. The more they ascend into the ranks, the more otherworldly they become.
Servants of The Night Star get…
Otherworldly Arsenal; They’re able to pull forth into being a weapon, blackened with motes of smoke and starlight. It can be any mundane type, polehammer, sword, spear, or bow for example. It will vanish if out of their hand for too long.
Knights of The Night Star get…
Demonic Ascension; Their bodies are stronger, tougher, bigger. They’re more resilient to damage and able to shrug off minor injuries with ease as their flesh knits itself back together. They do however gain weaving Infernal markings over some parts of their body, denoting their lineage.
Courtiers of The Night Star get…
Starlit Wanderer; They are able to mark and connect up to three paired gateways, creating passageway between them. They only work during the twilight hours, however, becoming inactive during the day.
The Night Star may offer, as part of her pacts…
Flight. The ability to sprout large demonic wings from the back, to give moments of flight with effort and to glide with less.
[ Trees & Shrubs ]
COMMON
TBA
UNCOMMON
TBA
RARE
TARWOOD - EXTINCT
Source/Location: The rough and craggy mountain sides of the Ashlands, which are now lost.
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.
ARCHBLOSSOM TREE - EXTINCT
Source/Location: Once in the heartlands of the old continent. It is now lost.
Description: An amazing tree of miracles, with a gorgeous teal wood with light coursing through it. Its leaves resemble white marble feathers that never seem to drop from the tree naturally. Fruit is born, sometimes.
Traits/Abilities: Leaves fall for those good of heart and intention, but also brave warriors, defenders of those innocent. Blessed by these leaves can be crafted by skilled artisans into armor, or jewelry, and the armor is only as strong as it is, as long as its wearer bears the will to go on, to brave the dark in defiance of terrible odds. Can be gifted to those of similar character. The armor becomes brittle, fragile, in the ownership of those with malice, and evil in their heart. Can only be made into a scale-mail pattern.
The blessed fruit. A fruit that, if eaten on its own, gives minimal, but beneficial effects. Where seeds would be lies a single, fragile crystal in the center of the fruit, teal, and swirling with life, love, and innocence. Given to those of non-violent nature and care in their heart. Skilled alchemists or craftsmen can make use of this.
MIRRORWOOD
Source/Location: Only in the deepest wilderness.
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.
A Mirrorwood tree can be corrupted, by piercing the flesh of the plant with a shard of Volatile obsidian. Those crafty and wealthy enough can sacrifice the plant to the Obsidian. The volatile nature assaults the mystical fibres of the plant, calcifying them in entropic darkness. These threads become vantablack strings of silk. Those crafty enough in tailoring can make use of these crafts. Though one would be lucky to have enough to craft a mask, let alone a full cloak. The properties of these silk not only shroud the wearer by a perfect blackness, but it seems to block Arcane spells of a certain nature, those that try 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.
EIZHOLZ
Source/Location: The frozen, bitter North.
Description: The tree of ice. A spectacularly resilient tree that bears no leaves, but has deep reaching roots that pierce the icy mountains and wastelands. Its surface wood and trunks are often harvested for their supernatural properties. The wood, when it is living, is a healthy, icy blue. It grows in ways that resemble jagged stone, and ice. When it is harvested, it dulls, and becomes grey, but is achingly cold to touch with bare hands.
Traits/Abilities: The wood cannot heat up, burn, or ‘melt’ by any natural means. Extremely durable, the wood returns to shape, if it retains most of its structural integrity (i.e. it isn’t split in two depending on the craft) and is placed in an ice bath overnight. The unique fibres of the wood seal together.
A heavy wood in comparison to other natural woods. Arrows benefit from the weight and durability the wood provides as arrow shafts. But is durable like icy stone. Its sap can be mixed into weapon oil to allow mundane materials to survive better in bitter cold scenarios. The sap can also be applied to skin directly, a powerful coolant. Turns a warm summer day into a breezy autumn morning.
EIZHOLZ ROOT TIPS
Source/Location: The frozen, bitter North.
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.
Traits/Abilities: Harboring similar qualities as the Eizholz wood, this wood instead remains dangerously cold to the touch, and is more like stone in composition. 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.
IRRUT - EXTINCT
Source/Location: Unknown.
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.
[ Fungi & Moss ]
COMMON
GOTTLAND MOSS
Source/Location: Temperate valleys.
Description: A moss fairly commonplace, 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. Ground into a powder while in its dry season, Gottland Moss is even more concentrated and can be further refined into a mid-tier poison.
UNCOMMON
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: It can be eaten as is despite the bitter taste to dull emotions and pain to a lesser degree, or used in brewing and alchemy to try and find a more potent effect. If ingested too often they find themselves more permanently emotionally impaired, referred to as ‘fading’.
RARE
The Living World
F L O R A
Nature is abundant, even when the world fractures and floods. Seeds spread, changing and warping these sundered lands into something that flourishes and thrithes.
A lot of real-life plantlife was in the previous iteration of Hollowworld, and whilst they likely do exist in this new map, they won’t be getting places here. This thread is for unique flora, and split into three categories so you know what you can find reasonably and what you can’t.
[ Plants & Flowers ]
COMMON
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 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.
MUCKVINE
Source/Location: Floors of dense forests and woodland.
Description: A dark green vine that grows over the forest floor like a type of ivy, with black roots. It covers most surfaces but bundles up about the roots of trees in the area. Its leaves are narrow and black upon the tips.
Traits/Abilities: When consumed, all parts of the vine induce dizziness and nausea.
ASHTHISTLE
Source/Location: The deserts.
Description: Growing only in the hottest and most arid landscapes, this plant is hardy and covered in thin barbs. Whilst the bright red flower is beautiful and smells pleasant, it is in the fleshy orange hued leaves where the most value is found. These leaves function similarly to cacti, storing water within them.
Traits/Abilities: Powderized, the thistles of the Ashthistle dissolve in water and act as a mild, if bitter, mental stimulant. The leaves of the Ashthistle, when brewed, result in a hallucinogen tea similar to ayahuasca.
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 Choke Vine.
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. When dried and then consumed, however, Dreamvine’s seeds produce mild visual and auditory hallucinations.
HONEYFLOWER
Source/Location: Temperate regions.
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.
ATFAX
Source/Location: Most wilderness.
Description: A thick, coarse grass found commonly in dense, temperate forests. 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.
UNCOMMON
GAZERS
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 is inedible, and causes gastrointestinal issues, only killing 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.
ROYAL TEETERER
Source/Location: Temperate.
Description: A plant similar in appearance to lavender, which it is often mistaken for. However, this can be differentiated by its deep lobes and darker hue of purple. Interestingly enough, cattle who have grown up around these plants have learned not to eat it during its pre flower stage, but during its flowering stage which is known to last only several weeks.
Traits/Abilities: This plant is both incredibly toxic to humans and livestock. It is known to irritate skin but consumption of this plant often leads to excitability, disorientation, muscle tremors, stiffness, weakness and seizures, before ultimately succumbing to respiratory paralysis.
AMBERLEAF FLOWER
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 centre, not unlike a wide rose.
Traits/Abilities: Any part of the Amberleaf, when consumed, acts as a rapid and long-lasting laxative. It can be used to create a type of golden paint, including paints upon the body with no harmful effect.
CHOKE VINE
Source/Location: Forests and Woodlands.
Description: A grey and unassuming vine found often growing over trees, it is called a Choke Vine because it chokes the life out of trees: absorbing their nutrients until the tree itself dies.
Traits/Abilities: The Choke Vine is host to a plethora of microscopic parasites, and consuming it raw results in intense abdominal cramps which can last for days. Its seeds, eaten raw, are a bitter poison and contain a small amount of cyanide. Allowed to steep, the leaves of the Choke Vine produce a bitter and metallic tea that causes headaches, delirium, and eventual death from multiple organ failure.
BLOODVINE
Source/Location: Swamps/Marshes.
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 sate their need for sustenance. 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.
RARE
SHIMMER ROOT
Source/Location: Quite rare, 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.
MIDNIGHT CACTUS
Source/Location: The deserts.
Description: A dark grey cactus that reaches up to two metres 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: The water of the cactus is very toxic, causing profuse and constant sweating, which given the environment its in tends to result in either hypothermia or death by dehydration. The flower can be ingested to give a comfortable warmth for a time, veins at the extremities glowing a faint white.
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. The stems of the Magebloom, when ground into a powder, heightens the effects of the poison and allows for it to be concealed more easily in food or drink.
MOTHER’S EMBRACE
Source/Location: Meadows, forests, and woodlands.
Description: A plant rumoured to be blessed by Shalherana herself. This small white flower resembles a lily, though its leaves are a pure white and the bright green stem seems to bleed out into the white petals of the plant. Its pure white pollen glows faintly.
Traits/Abilities: The plant fibers may be used to make clothing or cloth armor. The material is antimicrobial and antihemorrhagic. If in the process of being wounded any detritus at all from the fibers get into the wound (inevitable), even the slightest thread will prevent infection. If the material is laid over the wound, such as if it were worn against one's skin, the material prevents it from bleeding. The material also self-repairs, anything short of completely shredding it and separating the detritus causes any embellishing marks or tears to repair over the course of one day.
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 English.
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.
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 steel wire and useful as such. The leaves and flower petals of a silverbloom are similarly strong. The material will wither and burn in extreme temperatures rather than melting as metal wood, making a person wearing silverbloom armour susceptible to fire. The silverbloom and its flowers (when removed from the vine) never wilt, so long as they are routinely submerged in water. A flower removed from the vine will eventually grow into a new silverbloom vine if left in correct conditions.
The natural strength and beauty of the silverbloom leaves and the blue petals of the flower make for good ceremonial scale armour. Armour 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. Should a silverbloom leaf or petal go more than four days without water, it will wither and die within the day.
An intact silverbloom flower is known as a silverblossom. If not rendered into petals for making scale armour, 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. Should a silverblossom go more than four days without water, it will wither and die within the day.
The silverbloom vine, so long as it is occasionally submerged or has an end left in a body of water, is a naturally growing metal wire that will never die. Should a silverbloom vine go more than four days without water, it will wither and die within the day.