Disrepair Shop

Where I stumble around more clumsily in private than I do in public.

This section is for players to post about things unrelated to the Standing Trials roleplay. You may talk about anything from world issues, to your personal life, to funny things you found on the internet. You are free to use this forum to express yourself as a player and not as your actual character. You can also post in other players journals so long as they give you permission to. Please remember not to post anything relating to pornography or anything with extensive use of profanity.

Disrepair Shop

Postby Maltruism » Fri Mar 13, 2015 12:06 am

Swamp Related:
http://i23.photobucket.com/albums/b392/ ... /swamp.jpg - Misty Miasma header.
http://imgarcade.com/1/swamp-tree-roots/ - Crush Vine Strangler.
http://cambajamba.blogspot.com/ - Crush Vine Strangler.
http://hdscreen.me/wallpaper/2500097-dr ... t-monsters - Misty Bog Molo
http://news.nationalgeographic.com/news ... d-science/ - Fogweaver
http://www.hoax-slayer.com/spider-webs- ... rees.shtml - Fogweaver
http://liliona.deviantart.com/art/Haunt ... -202065619 - Colony
http://www.dudekpiotr.com/village-map/ - colony
http://www.dailypainters.com/paintings/ ... =60&page=1 - colony

Etzos Related:
http://cdn2.gamefront.com/wp-content/up ... arkmod.jpg - Underground Tunnel.
http://pixgood.com/fantasy-art-cleric.html - Female administrator & Faction Representative
http://forum.baldursgate.com/discussion ... e-spoilers - "Chief Advisor", Blackguard Captain, Female faction Rep, Ensnare-cursed armor.
http://defenestrador.tumblr.com/page/168 - Female administrator (there is some great stuff here!)
http://www.wallpaperhi.com/Abstract/Fan ... hief_16903 - Kirby
https://www.pinterest.com/jovantomasevic/blacksmiths/ - Smith's Guild Rep
http://graffiti-alphabets.blogspot.com/ ... y-art.html - another NPC or two
http://sploid.gizmodo.com/cool-cgi-of-p ... 1663675488 - Statue of Morgan Parhn
http://beulaheagles.blogspot.com/2013_0 ... chive.html - Forbidden Spit & Etzos OOC Forum
http://www.desktopwallpapers4.me/fantas ... ers-24852/ - army image and lots of good stuff
https://www.pinterest.com/pin/485896247269047325/ - marshalls and others
http://timewheel.net/filter/philosophy - Old Guard
http://timewheel.net/Image-These-Amazin ... ecting-And - cauldron girl
http://pixshark.com/tavern-art.htm - Tavern / Inn
http://chowderhansen.blogspot.com/ - blacksmith
http://rhysgriffiths.deviantart.com/art ... -415110870 - Etzos market
https://ajcarlisle.wordpress.com/tag/worldbuilding/ - additional Inn

To Whisper:
http://www.gaiaonline.com/guilds/viewto ... t=16406849 - Sirothelle underground temple
http://www.gaiaonline.com/guilds/viewto ... t=20338453 - looking up at temple (and weapons)
https://www.pinterest.com/bladraken/hyborian-legends/ - inside overview of altar (has been tinted red)

https://ghostradio.files.wordpress.com/ ... ntis10.jpg - new images / Yaralon?
monsters.php - Monsters and Antagonists
https://www.pinterest.com/techross/fantasy-characters/ - Forbidden Post ranger and wolf
http://www.desktopwallpapers4.me/fantas ... ress-6891/ - Forbidden Post
https://www.pinterest.com/romboue/video-game-is-an-art/ - mountain dungeon entrance
http://warriorcatsrpg.com/index.php?topic=1537915.0 - woodland dungeon entrance
https://www.pinterest.com/dotd1956/evil/ - witch doctor (unused) and others
http://artofjustaman.deviantart.com/art ... -181172091 - another witch doctor and others
http://www.paperhi.com/Toplist_Best_1982 - rope bridge and cave
gallery/image.php?album_id=39&image_id=11411 - "Awesome" signature
gallery/image.php?album_id=39&image_id=10253 - Family Guy signature

https://www.pinterest.com/jkent2585/cool-stuff/ - as it says, cool stuff.
http://jordangrimmer.deviantart.com/art ... -510246972 - Human City Section
http://www.3-sided-die.com/2015/03/grea ... letop-rpg/ - Alternative human section
(also http://simonfetscher.deviantart.com/art ... -451723526)
http://conceptartworld.com/?p=26351 - Avriel Hill Section
http://www.deviantart.com/tag/dungeon - Prison pit cells
https://www.pinterest.com/sephis/concep ... andscapes/ - rock tower dwelling
http://picturesdotnews.com/tag/ancona/ - cave temple
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Disrepair Shop

Postby Maltruism » Fri May 06, 2016 12:44 am

I keep managing to lose track of this chart for the requirements a Yludih must meet to learn an animal form transformation.

Stage 1: Knowledge

The Yludih must first gather secondary knowledge of the chosen animal, whether it be by books, spoken word and so on. This will give them an initial point of reference on their animal and whether it is indeed a perfect fit for them. They can then understand the whereabouts, the population size (rare or common?) and whether it is possible to access one in captivity for further study.

Minimum 1 thread.

Stage 2: Observation

The Yludih must then gather first hand knowledge of the animal from direct observation of the creature whether in the wild or in captivity. Recording detail of physiology, behavior, eating habits, where they live and so on, enable the Yludih to gain critical information in order to attempt initial transformations.

Minimum 2 threads.

Stage 3: Meditation

The Yludih must use meditation to internalize the observations made of their animal. This stage involves sitting in a quiet place and beginning to de-solidify their bodies. Once they are comfortable at liquifying their body and taking certain rough forms, they are ready to proceed in transforming partially into their chosen animal.

Minimum 1 thread.

Stage 4: Transformation

Like the sculpture that chisels away the block, the Yludih will start with rough shapes that will barely resemble the animal. At the same time, the general colors of the animal will be overlaid upon the rough shape in an attempt to create the appearance of the animal. This may go on for some time.

Minimum 1 thread.

Stage 5: Detailing

The Yludih, now will begin to hone down their general form and appearance, to resemble the shape of the animal. They will concentrate now, not only the finer details of the appearance but now upon putting into practice the mechanics of their movement. As they begin to move about as their animal, their bodies will make fine adjustments almost unconsciously in order to achieve the familiar movements of the animal.

Minimum 2 threads.

Stage 6: Refining

The Yludih must now refine their new form to the point where they can consistently change into their form quickly and almost unconsciously taking into account the multitude of details where it becomes almost second nature. Following this stage, it can take a further few years to perfect their animal transformation.

Minimum 1 thread.

Flora and Fauna

viewtopic.php?f=253&t=6340&p=46935#p46935 - Immortal sibling list
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Disrepair Shop

Postby Maltruism » Sat May 28, 2016 6:03 am

Stuff to add to lists


1.) Iyo-cone (inhibitor) The dried, powdered remains of the cocoon discarded by the Iyo Butterfly of Southern Idalos. The cocoon's ability to completely shield light reflects its capability as a natural energy inhibitor for reagent purposes; giving a skilled chemist the ability to prevent the natural triggering of a catalyst or enzyme in a chemical compound. Combined with specifically "triggering" types of reagents, a chemical reaction can be fine-tuned to occur at a particular point in a bodily process. This is not a difficult reagent to acquire, since it is naturally discarded by its host. In Desnind it can be had for 8-10gn per ounce; double that elsewhere.

2.) Naf-rush (accelerator) The spinal fluid of the Nafinju, the odd, "bird-fawn" creature of Southern Idalos, when allowed to dry in an air-tight chamber, becomes a potent, powdered reagent accelerator; speeding the completion of many kinds of chemical processes. Slow-acting poisons or medicines can be greatly expedited, as can many chemical stages of processing in a laboratory setting. This is a very highly sought element, and the nature of the sev'ryn to frown upon the harvesting of parts of living creatures make this a pricey item, commanding up to 40gn per ounce.

3.) Barkskin (Binder) When the developed offspring of the Snäytu Kanna "break the bark around them from inside their mother and crawl out of their wombs," this discarded wood-like material can be ground and used as a binder of different chemical reagent properties. Often, reagents do not combine their properties well, one taking priority and neutralizing the other. Being borne of the generative organic chamber of this marvelous creature, it possesses the capability of nurturing all qualities introduced to its medium. The only way in which this material is second in demand to Frageon crystal is that after the chemical reaction runs its course, a medical examiner can clearly see the residue of this material, whereas Frageon leaves no trace of its use. This is a fairly rare element, but there is no cultural stigma attached to its collection, so it has an upward cost of 20gn per ounce.

4.) Still-moka (mutagen) The gestation period of the freakish Spulmokawarta (scroll down) "tends to be around six months with litters of 3 to 5 living puppies and several stillborn most common." During this time, a slain female will surrender a quantity of amniotic fluid that can be used as a powerful mutagen. Some features of the bodies of the stillborn pups, if saved from being devoured by their litter mates, also possess this capability. The primary difference between these two sources is that the fluid causes entirely random mutations, whereas the newborn's body parts cause fairly predictable mutations, stemming from the features of the parts rendered down into filtered blood plasma, spinal fluids or what have you. It is only the fact that this creature is considered monstrous that the sev'ryn do not frown too heavily on the gathering of this element. Still, it is not an endorsed pursuit, and is often interfered with. This detail, plus the overall ferocity of the creature itself, plus the demand for this powerful chemical, make it very costly, commonly bringing 100gn for a fluid ounce.

5.) Buoy Powder (filter catalyst) Native to the southern ocean, that the Sev'ryn call "Ta'lengean Erọim", is the Salt Buoy, a strain of kelp that floats in the salt water, filtering the salt into its flesh and leaving a reservoir of fresh water in its core. As valuable as this is to ocean-going travelers, there is a reagent capability found in immature bulbs of this species. It is only after a few seasons that this kelp matures and "opens up" to the salt water environment. But prior to this inevitable development, the plant already has the ability to filter out chemicals into its fleshy bulb. Chemists have found that if the immature plant can be harvested before this "opening" this same flesh can be dried and ground into a powder that can be used as a catalyst to filter most any substance from an introduced chemical. For the most part, only chemists in southern regions can obtain and process the immature plant before it rots. Once processed, however, the powder retains sufficient shelf life to be shipped and used anywhere. But this makes its cost soar in distant regions, easily doubling or even tripling the 25gn one would pay for an ounce in Desnind.

6.) Swiftweb (metabolizing enzyme) The name makes most people thing this reagent is gleaned from some species of spider. And even though the species of Hotlands Cactus IS called The Spider Cactus, it is not an arachnid. It is, however, a freakishly aggressive carnivorous plant; incorporating a swiftly developing network of underground runners that entrap travelers to make them able to be attacked by the stinging needles of the surface plant. A coordinated effort by several gatherers can overcome this ability, enabling the plant to be harvested, runners and all. It is these runners that are then processed to yield a powerful catalytic enzyme, with a focus on increasing the potency of other elements of a chemical compound. This cactus is only found in the Hotlands, and this, plus it's tremendous chemical potential, PLUS the difficulty of gathering it, make Swiftweb a very costly reagent, commanding prices of 25gn or more for a single use "pinch".

7.) Jacfyre and Jacrust (fire and rust retardant) These two oils are both borne of the same source: the Jacadon of Rynmere. It is well known that these creatures have glands that secrete these oils to aid in protection from the steam heat and pervasive water inundation of some of the beast's habits. Not only are these two qualities easily infused into materials through alchemical means, the oil also provides the usual qualities of oils: viscosity, ease of movement, and wear prevention. It has been suggested by many adventurers that the smell of this oil wards off many predators as well. The drawback is, of course, cost. The singular nature of the source, as well as the dire hazards of collecting it, make it pricey indeed. For enough oil to treat a single, human-sized ensemble, be it armor, leather or even cloth, will cost a good thousand nel or more. Of course, one can always go to the Sunset isles and attempt to gather this oil themselves.

8.) Twin-eyes (Illusion) The remarkable and versatile Fogan Salamander, believed to have been created by Aelig, has been the source of many unusual chemicals. Not the least of which is the fluid squeezed from the central eyes of the creature. When rubbed on any hand-held item to flash in the face of an adversary, it can cause them to see debilitating images which always serve to make them less effective in combat. The larger the amount, or the greater the surface area, brings more surety of success. A shield would be a perfect item to use, as long as the wielder does not look at it himself. The effect can be kept static by keeping the affected surface dry, its effectiveness triggered by wiping it with a wet cloth. If the coating is thick enough, one could get four or five such uses from the treated item. But due to the difficulty of obtaining this reagent, one would expect to pay 400-500gn for it.

9.) Guipy Gel (thinner/anti-coagulent) The Guipy Fish is a fairly common fresh-water fish that grows to be about half a foot long. They primarily eat a specific type of seaweed that sticks together when combined with saliva. The subsequent lump swells in the animals throat, and kills them. These fish, however, excrete a gel that coats their throats. The gel combines with the seaweed, and breaks apart the bonds while not affecting the seaweed itself. Many alchemists and herbalists know of this, and it is very common. It is frequently used as a thinner in medicinal circles. One should not expect to pay more than 5gn for a dose sufficient to affect 3 or 4 medicinal applications.

More jacadon reagents.

Name: Da'kir Tea Leaves
The Da'kir bush in the wild is often between 6 and 7 feet tall, though only a few inches thick. It has runners that spread its growth like a ground cover ivy. Many parts of this plant have flavorful applications, but the leaves are a cumulative poison that can appear as a wasting degenerative disease if used over time by an expert. Or they can be concentrated to simply kill a victim all at once. The difficulty with this latter approach is that the leaves themselves do not possess the highest level of flavor; and can be quite bitter when concentrated to this degree. When dried, the shelf life is sufficient to take the preferred, long-term approach, which generally takes an arc or more of daily cups of hot "Da'kir Tea". Native to the Desnind area, Small doses, to feign mild illness, are only 3 or 4gn for a week's worth of "teabags". Enough to kill in one sitting will cost 50 or 60 gn for the purified and concentrated packet. And an arc's worth of "teabags", for the long-term disease effect, will run 100gn or more. This long shelf life allows the cost to stay fairly consistent from region to region.
This bush also produces berries that are very sweet, and healthy. This is the more well-known use of this plant.

Red Boon Not only do the runner roots of the The Spider Cactus give us the potent metabolizing reagent, Swiftweb, the red flowers that grow amidst the stinging needles of the surface plant give us this potent anti-infection and pain-killing salve. While it's true that most parties that gather the cactus are only after the runners, there are plenty of learned chemists that will wait for bulk of the cactus to be discarded in order to collect the flowers unopposed. The flowers are not numerous or large, so little of this element is gathered from each plant, but they are effective against most any kind of painful infection, making them a lucrative item well worth the effort of separating them from the needle-laden stems. An ounce of this dried poultice can bring a return of 25-30gn and can treat several infected wounds.

Thraybone The name of this paralyzing toxin demonstrates how the characteristics of different mysterious phenomenon can be confused in the relaying of knowledge from one person to the next. This chemical is actually entirely made from the paralyzing toxin found in the sting of the Scorbon Scorpion. The resulting paralysis was apparently mistaken for the statuesque appearance common to the often disbelieved existence of the Thray. The near immediate coating of sand which affects a paralyzed creature in the Hotlands gives a look that can be compared to the freakish clay people of the Mudflats. The scorpion can be milked for a long time, providing a lucrative source of an very effective paralyzing toxin. This has the benefit of making it possible to sell Thraybone for less than one might expect. Outside of the Hotlands, the doubled price is still only about 60gn for a dose that can render a human-sized victim completely helpless. The ground shell of the critter is another matter, being an alchemical reagent that can only be gleaned once from the creature.

Name: Moukou Beans
This bean is found, predictably, on the Moukou tree, a common occurring tree the world over. It originated on the southern continent, but the universal benefits provided by its beans made the transplanting of it accepted everywhere. Not only are the beans flavorful and sweet, perfect for hot drink treats and seasoning, it tends to bring a pleasant calm to those that consume the foods made with it. This calm CAN be overdone, however, resulting in a lethargic pattern of weakness that can be difficult to break.
This calm and lethargy are indicative of the beans' medicinal use; serving as a common sleep aid and pain killer. Most herbalists and apothecaries carry this drug, due to the trees' prevalence in most any temperate or jungle region. Whether taken whole, or ground up to get faster results, it is usually only 4 or 5gn for enough to see someone through the painful ordeal of treating and healing a serious wound. This presumes that none is used for food, and that it is not abused medicinally.
In distant, non-temperate or jungle zones, the cost can reach double this.

Red Dress (knock-out drug) This is not a particularly powerful poison, but it's lack of a scent makes it functional for some necessities. It is primarily a knock out toxin, leaving its target in a restlessly unconscious state. This can lead the poisoner to believe he under-dosed his victim, and that he is about to awaken from its effect; which can lead to an overdose as the perpetrator continues to add to the dosage. But the overdose hazard is not death, but rather emotional trauma from the steadily increasing intensity of whatever nightmares the victim is experiencing while unconscious.
Actually, this drug is often considered a medicine, and in small, responsible doses, it serves very well as a pre-surgery knock-out drug. It's name is a mispronunciation of its original name, which was "Red Rest", indicating the unpleasant nature of its inflicted stasis. Made from the ground red flowers of the Mole Cactus, it is not readily available outside of the Hotlands, and is not even easily acquired there. This accounts for its fairly pricey 20gn per dose.

Moseke's Mist (contraceptive) Going by several unflattering names in its most commonly found region of Rynmere, Moseke's Mist is one of the most reliable and recognized contraceptives on Idalos. Root, stalk and seed all possess this capability, though the seeds provide the purest form. While a stigma, or even outright prosecution, may result for being found using this drug in the feudal-court culture of Andaris and its outlying villages, there is money to be made processing this plant's parts for shipment worldwide. One should expect prices in other regions to rise exponentially from the 5gn-or-less cost of its various parts found in Rynmere. It is not unheard of for the "morning-after" paste made from the roots to bring 50gn or more, in spite of the hazards, in distant locations like Ne'haer.

Rat Fluff (calm, cold, pain) This refers to the processed feathers from rare Feathered Rats which still are born from time to time. The web and down is used as a calming agent. This can either be from the visual strobe effect of fanning them, either by hand or by simply having a feathered rat moving nearby; or by steeping it like a tea and drinking it. The central vane and calamus quill tip is ground up and either sniffed as a relief from common cold symptoms or used as a poultice as a pain killer. It takes about 5 feathers for either application. Breeders that are lucky enough to amass many of these delightful creatures farm the feathers for considerable value as these feathers generally bring about 1 gold apiece.

Blue Cap (sleep, digestion, enhancements) The blue cap of the Tea Bower mushroom is not well known outside of the northern forests of the western continent. Dried for shelf life, it must be used immediately if ground coarsely. By the time it could be powdered, it would already be spent. The cap alone is used for a sleep draught. plucked and eaten whole, it serves as stomach remedy for many ailments. In both cases though, it is slow to work, but lasts a long time. The fungus grows from animal carcasses and, depending on the animal, it can grant semi-feral enhancements to those that can follow an expensive regimen of daily doses for two cycles or more. Just the handful needed for a sleep draught will often go for 15-20gn; the single whole plant for the stomach remedy costing 3-5gn, due to the extremely short shelf-life. To truly benefit from a long-term regimen of ingestion for the animal-related benefits, one should expect to pay 500-600gn over a two-cycle span. And these costs are only when obtained locally.

Wringer (interrogation) Also gleaned from the remarkable Fogan Salamander is a fluid found in the connectors between the creature's twin brains. If the 'Twin-eyes' reagent fluid is instead fed to a target, and the Wringer fluid from the same Fogan is consumed by another, the second man can learn anything he wants from the target by simply looking in his eyes. The difficulty of achieving the exact digestive timing, and victim's cooperation in consumption, is nearly a match for the difficulty of obtaining the matching fluid in the first place. But many chemists are aware of this ability, and for 100-200gn will sell a matched dosage.

______________________________________________In Ne'Haer
Stave Grass (Medicinal Use)
Amber Pine (Medicinal Use)

Alchemical Reagents:

Scorbon bone and stinger
Thray Sand

Not Yet Approved

Rhyth Flower and Lakilaki Bush
Flora & Fauna
Scalvoris Flora
Scalvoris Fauna
Scalvoris Materials
Scalvoris Maladies
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Disrepair Shop

Postby Whisper » Sat Jul 16, 2016 3:30 pm

I have this current thing... as Nemesis you received every 100th post of mine dedicated to you in some way. I'm pretty sure that, if I looked, you'd probably share that same honour on Standing Trials. Sadly... this is not a very exciting post... but it's just for you all the same. Happy 400 <3
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Disrepair Shop

Postby Maltruism » Sun Nov 20, 2016 5:40 am


These are drugs found in forest zones all over Idalos:

Brain Berry Tea - Available in forest zones everywhere.
This is the most common "mind bending" drug on Idalos. It actually is fairly mild hallucinogen, as well as mildly addictive. It is easy to obtain, coming from 'Brain Berry' plants that were not harvested in time to get the more valuable berries themselves. The berries turn to leaves shortly thereafter, and are then harvested to be ground into tea.

This plant grows in forest zones all over Idalos. The berries' window of harvest is very narrow, which is the only reason that the plant is most often harvested to make this drug. This all contributes to a widespread, lucrative drug market. The drug is not terribly powerful, causing users to want more. Its ready availability makes this easy to accommodate, and the addicting property is also easy to satisfy.

It is inexpensive, costing only 3gn for a dose' worth of leaves, or 5gn for a prepared pouch. The withdrawal symptoms are not too drastic, mostly causing cramps, indigestion and headaches. As a result, this is a drug that has not been the cause of many ruined lives, or lost savings. Nor is it the root cause of widespread crime rings. Mostly, it is an ignored vice in most cities. A description of Brain Berries can be found in "Herbal Remedies".

Night Scarf - Made from an increasingly widespread tree fungus.
This is the only product gleaned from 'Scarf Rot' fungus that can be considered a drug. Being a sleep agent, it is often considered a medicine. But careful processing can produce a dosage that provides a pleasurably dreamy, relaxed state instead. This is probably the most common stage of Scarf Rot that harvesters are willing to wait for. The later stages of this fungus are worth a lot more, but also take many arcs to develop. Most chemists consider this stage to be the best harvest value.

This fungus was first found in northern Idalos, and was sold at higher prices elsewhere as a result. But lately it has been found to be more widespread than first believed, so the costs have largely equalized at 7gn per dose(though disreputable vendors will still try to exploit the ignorant). It is not truly addictive, though extensive use will make a person technically dependent, as it becomes harder for them to sleep without it. A description of Scarf Rot can be found in "Herbal Remedies".

Zip Stick - Makes a certain type of sticker bush a welcome nuisance.
This adrenaline substitute is gleaned from nodes often found under the thorns on the viney "Snake Whip" bramble, common to forest lands throughout Idalos. Of course, the vine has to be at a certain stage in development, which is denoted by the state of its outer husk, which needs to be dry enough to be easily broken and peeled, yet not so much as to be peeling of its own accord.

The thorns, however, will not be easily plucked free, usually requiring a knife. This must be done carefully, as the node underneath is easily ruptured. If a character has convenient lab gear with them, this is not disastrous, but exposure to air gives scant moments to begin processing. So, usually samples are kept whole and not ruptured until returned to the lab for quick treatment.

It has never been noted that the thorns themselves have ever bestowed an adrenaline "rush" to anyone that got scratched, regardless of the vine's state of growth. The nodes can be eaten fresh, but then the high will often be accompanied by a fluctuating sense of mild nausea. The military forces of many cities provide this drug to their crews of sentries during times of high alert. For citizens however, a price of 6gn per dose is common. Addiction is a problem for both military and civilian personnel who overindulge in this drug.

There are no berries on this vine, but flowering purple buds are a good sign that the plant will have these nodes the following cycle.


These are drugs that can be obtained anywhere, because they are frequently based on appearances of The Misty Miasma, which can occur anywhere. But even though this supersedes climate restrictions, it does not make them common, by any means.

Blue Tongue - Found only in the Misty Miasma.
This is essentially a "Truth Serum", which is a highly valuable product in a world at war. The ability to discover infiltrators or to obtain quick information, without the necessity of long, torturous interrogations, is worth a great deal to anyone in a position of power. This is not an easy item to obtain though, as it is only found in The Misty Miasma, and even then, only from the Blue Candle Bloom Lily, which is usually protected by numerous beasts of bizarre nature. This drug can be addicting, and this is another way in which interrogators bring the truth from those trying to resist its effect.

One can expect to pay 50-60gn for a single dose of this serum, not only because of its strategic value, and its rarity, but also because it takes a chemist with knowledge of this Lily to process it correctly. And so, the infrequency of The Misty Miasma's appearances compounds the extraordinary difficulty of obtaining this item. A description of the Candle Bloom Lily can be found in "Into the Mist".

Fog - Found everywhere, and of differing potency. But is always more potent in severe climates.
This is the adrenal/hallucinogen derived from the web of the 'Fogweaver' spider. It is not generally a pleasant experience, but gradually increasing use of this drug can help a character build up a resistance to hallucinogens in general. A misdosage of this product, during this procedure, can be a traumatic experience though, and can set back the patient's progress, even resulting in their becoming more susceptible to such drugs. This setback is always accompanied by a degree of withdrawal, though it is not too hard to overcome, since the effect of this drug is usually unpleasant.

This is especially true when the drug is obtained from a site where The Misty Miasma has appeared. the Fogweaver's web is far more potent there. Theses are not the regular Fogweavers, but a strain that appears with the Miasma, and is affected by the supernatural nature of this phenomenon. Fogweavers generally only thrive in temperate zones, but because the Misty Miasma can appear anywhere, and supercedes the local climate, when Fogweaver's webs are located in severe climates, they are always of the Misty Miasma's variety.

Chemists that are trying to create the drug for the resistance-building regimen, try to make all their dosages of equal potency, so Misty Miasma samples can generate far more dosages than the normal type. these generally sell for 4-8gn per dose. Those creating samples to deliberately traumatize a victim will sell them for 15-20gn, since they will be of considerably higher potency. A description of the Fogweaver can be found in "Into the Mist".

Hot Red - Found only in the Misty Miasma.
This is the foremost aphrodisiac found on Idalos. It is not the only one, but it is the most potent and reliable one. Marriages of powerful couples have been known to have been ruined by this drug; and theories suggest its use in scandalous divorces in the past. It is rumored to be literally 'irresistible'. By the same token, many people caught in the act have later insisted they were under the effect of this drug without their knowledge.

Only the rarity of this drug gives husbands and wives cause to doubt their cheating spouses, since there are no lingering samples to gain after the Misty Miasma has returned to its mystic origins. It is no simple task to gain the Red Candle Bloom Lily, from which this drug is derived, even when it is located; this being further complicated by having to find an occurrence of the Miasma in the first place.

All this combines to make this a highly prized item, for which one can expect to pay 50gn or more for a single dose. But men have paid more for courtesans, so there is ample precedent for such cost. The only addiction problem with this drug is that intimacy without the drug begins to lose its appeal after several uses. A description of the Candle Bloom Lily can be found in "Into the Mist".

Mind Crusher - Found only in the Misty Miasma.
While most encounters with the Crush Vine Strangler are terrifying ordeals, the drug which can be gleaned from lengths of this plant/animal's "body", provides a very clean hallucinogenic experience, enjoyed by most everyone that has tried it. The name, naturally, indicates otherwise, but this was to make it somewhat of a fraternity of adventurous types that have come to know of it.

This growing reputation for consistent enjoyability, plus the rarity of its availability, make this a very high priced drug, commanding prices of 30gn per dose or more. Many people do not believe in the odd source of this drug, nor the indication that it is non-addictive. This last point is hard to confirm though, because no one has gotten hold of it often enough to really put this to the test. A description of the Crush Vine Strangler is found in "Into the Mist".

Psinia Seeds - Found with moderate rarity wherever the Misty Miasma has appeared.
There are actually two kinds of 'Psinia Seeds'. The first, and most common type, are the clumps of seeds growing at the tip of the common grass-like Psinia Clover found extensively throughout Idalos. These are not gathered with any great enthusiasm, as they serve no purpose, except for their use as a grain capable of making a tough, bland, but long-lasting bread, typical of army fare. Any soldier could tell you that no wars were ever fought over Psinia Bread.

But the second type is somewhat of a misnomer, as it is not a true "seed" at all; but rather a node which grows on the root system of a different strain of Psinia Clover. This is a far more rare version. It is both identified by, and named for, the red streak that shows on its otherwise green stalk. This strain does not grow seeds on its stalk like its common cousin. Instead, the normal floral energy developed into reagent capabilities that make this a highly sought-after plant indeed. And it is not these nodes alone that have value. There are a number of different results that can be obtained through chemical processes involving several other parts of this plant as well.

However, unlike many other reagent sources, these elements only work in combination with elements from this same strain of plant. For instance, the fluid squeezed from the Psinia Clover's central stalk can be used to negate the hallucinogenic properties found in its root-nodes, but have no such equivalent capability against the similar hallucinogenic property found in the stalk of the Crush-Vine Strangler. The reverse is also true. Elements of other reagent sources are ineffectual when combined with Psinia Clover elements. And on top of that, only this rare, "Red-Hued" strain has any value. The common Psinia Clover is comparatively valueless.

Psinia Seeds - Two or three of these can be eaten directly from the roots, and will provide a mild euphoric and hallucinogenic experience. Eating more will increase the intensity and potential drawbacks of this experience. The other, related drugs all have names that incorporate the plant's name into their identifying nicknames. None are terribly addicting, but the withdrawal can magnify any preexisting aches or discomforts to harsh degrees. These discomforts are of fairly short duration, but what last longer are the emotional upheavals, which also take the form of magnifying already present depressions and insecurities. If purchased in this raw form, a dozen seeds will cost a good 20gn, but that will provide 4 or 5 doses. Further processing will increase cost by roughly 50%, but often nets a few more doses' worth.

Psinia Song - This is basically another name for the unaltered, but purified, form of the basic experience obtained by eating the nodes directly. As with the seeds, taking more will add to the strength of the experience. The withdrawal is not quite as severe when purified this way.

Psinia Smile - There are fine filaments inside these nodes which contain the bulk of the hallucinogenic property. If the node is ground up, with these filaments removed, and is then blended with the processed fluid gleaned from the plant's central stalk, the result is more of a purely "feel-good" drug, without the hallucinatory effects. Again, the effects are cumulative in both intensity and duration if taken in quantity.

Psinia Shock - In the alternative, if you use only the filaments, blended with this same fluid, you remove the euphoric, 'feel-good' sensation. This is normally only done as a hostile move, since a mind-bending drug, without its beneficial "feel-good" cushion, is likely to be an unpleasant experience. This negative 'trip" can be increased, to potentially result in permanent psychoses or insanity, by adding in the processed, tar-like substance that remains after burning the dried leaves of this plant. This is basically considered a "mental poison". Since this has such nefarious applications, it is usually 15gn per dose.

Psinia Shield - Strangely, if you combine this same tar-like compound, with a similar fluid gleaned from the roots, and not the stalk, omitting both the nodes and the filaments, you will get a numbing pain-killer that can either be consumed for a mild, full-body benefit, or applied externally as a strong local anesthetic. The only problem with this is that the plant cannot be transplanted, so anything that destroys the roots, also ends the source of these lucrative drugs. However, a highly skilled herbalist, employing great care, could procure a small amount of root material without killing the plant.

No one knows the origins of this strange strain of an otherwise common plant, but as always, theories abound. The way in which all this plant's properties seem so focused on mortal desires have led some to propose that it is somehow related to places where mortals have died by magic, and somehow left a spiritual "signature" on the fields. Others say it is simply a gift from the Immortals.

There is yet a third theory, based on some extensive historical cross-referencing of admittedly sparse data, that it only happens where the Misty Miasma has appeared and claimed a life. Once the swampy phenomenon fades back into its strange mystic zone, a stain is left on the ground...a red stain. This also may account for how this strain can not be transplanted, but can only be farmed at its location; and how these locations can be virtually anywhere.

For now though, chemists leave the theories to historians and priests, content to grab up what wealth they can from these sites.


These are drugs found primarily in Northern Idalos:

Shell Head
This is an hallucinogenic amphetamine made from the seeds of the "Iron Shell Bush" found around the "Heart of the World" volcano in northern Idalos. After struggling to open the iron-hard shell, a character can retrieve the seed which holds this drug, but many people do not enjoy the secondary hallucinogenic ride. Naturally, considerably processing is required, if one wants to remove the second of the two effects. It takes far less processing to simply purify the combination, and most vendors find this to be the more profitable approach. But some chemists will accommodate a character for a price. Strangely, this adrenaline-only form is more addictive than the original, leading to lengthy bouts of sleep-deprivation withdrawal.

Because the seeds themselves could be used to grow a plant, and thereby create competition for the vendor, you will not find the seeds sold in natural form, and must purchase the processed version (unless you are lucky enough to find a plant vendor with one for sale). Generally, you will find the twin effect drug for sale at 10gn per dose, 20gn for the adrenaline-only product. These are the prices in the local region. They are generally 50% more for the rest of the western continent, and double on the eastern. A description of the Iron Shell Bush can be found in the "Flora and Fauna" section of the Knowledge Base.

This is a drug that has either offensive or defensive applications. On occasions, the lava flows from the "Heart of the World" carry a streak of oddly green color. It is nearly impossible to harvest this while in magma form, but careful observation can mark the spot for later retrieval. Upon cooling, this streak loses its color, making it very difficult to differentiate from normal magma without having been marked somehow.

Once located though, the key mineral can be easily detected by its chalky texture. When then blended with the saliva of the Acid Crocodile, and subjected to sufficient centrifugal force, the dissolved mineral will separate into two layers. The thinner layer will give moderate protection against mental magics like Empathy or Illusionism. The thicker fluid will instead give a practitioner of these magics a boost of power to their spells. This offense-based, second version is said to be more addictive than the defensive form. But most think this is simply due to the pleasure of feeling powerful. But for whatever reason, many practitioners experience a complete failure of their magic abilities for many trials after only a few trials' continued use.

This is a pricey drug even in the Sirothelle region, costing upwards of 60gn for a dose which will give its benefits for a break or two. The aukari have an attitude that this drug is their property, and do not take kindly to outside sales. But profits will not be denied when sales can reach 100-200gn per dose in distant markets. A description of the Acid Crocodile can be found in the "Flora and Fauna" section of the Knowledge Base.

Ice Block Tea
On the rare occasions that a southern storm remains potent while extending up into the far north, a certain strain of kelp can be dredged up and left on the frozen shores of northern Idalos. This kelp has the capacity to shield itself from such cold, but being beached denies it the water it needs to live. When it dies, a fluid is forced through its outer layer, by the expansion of the freezing tissue inside. This fluid does not freeze, but gets coated in ice as northern winds blow it across the frozen shores, becoming slivers of ice with greenish centers.

If some herbalist does not find these quickly, they are often dragged back to sea by the incoming and outgoing tides. If found, however, it can result in quite a monetary windfall for the finder, as these crystals serve as nearly perfect little ice vials of a beneficial drug that greatly negates the effects of exposure to the frigid environment of the far north. A user will feel quite comfortable in conditions that would inflict severe frostbite or hypothermia to those around him. Naturally, use of this drug will make a person particularly vulnerable to the cold, once the effect wears off. Likewise, the severity of conditions will affect the duration of the drug's benefits. But for the most part, a person dressed in only basic environmental gear can survive for a full night of full exposure to a polar blizzard on just three or four crystallized doses.

One need only break open the ice casing and drip the fluid onto their tongue to feel a powerful warmth spread through their body, accompanied by a marked decrease in worry about the severity of the weather they are enduring. Of course, one still needs to respect the power of nature, and too many have fallen prey to this casual, chemically-induced sense of "immunity" to the cold, when they decided there was no longer any hurry to reach home. When the effects wore off, they froze to death in mere bits.

This is understandably a valuable commodity in the north, and would be as well in the far south, where comparably frigid conditions exist, if it ever reached markets so far away. There is really no call for this drug beyond the far north, so prices are pretty much only based on local northern demand. But a resident of Viden, Valaris, Scalvoris, Avaern, or even Melrath could expect to pay 8 or 10gn per crystallized dose. The nature of its icy enclosure distorts the view of how much each crystal contains, so there are times that a buyer gets a great deal, or a royal screwing. Other than the resulting vulnerability to cold, when the effects wear off, there are no debilitating withdrawal effects from use of this drug.


These are drugs found primarily in Western Idalos:

Bird's Eye
The "Ardor" is a gigantic bird found mostly around the Fields of Gauthrel in western Idalos. The powdered shells of the creature's eggs are used to make an exotic drug which bestows a strange ability to accurately envision an aerial view of a span of land which has only been viewed from ground level. Cartographers have found this drug very useful in detailing charts for maps, as have military tacticians in need of geographical information. And most have found no real addictive property in this drug.

But many people like to take a milder version of this drug before resting, to enjoy soaring dreams of flying over lands familiar to them. Here, some addiction problems arise, but it is mostly just the user wanting to continue enjoying the dreams night after night, and not any true chemical dependency. The danger of lurking around beneath the nests of these great beasts to acquire discarded shells is one of the reasons for this drug's cost. But generally, if you demonstrate no interest in the nests themselves, the Ardor will not interfere. Still, a charge of 25gn per dose is not uncommon locally. Upwards of 60gn is not uncommon in distant markets, though military pressure may persuade such vendors to sell at cost. A description of the Ardor can be found in the "Flora and Fauna' section of the Knowledge Base.

Mind's Eye
Many people swear by the alleged effects of this drug; many people call it the biggest scam in Idalos. But all agree that the manner and materials used to create this drug are the most disturbing and disgusting they have ever heard of. There is a giant worm found in the fields of western Idalos, simply called the "Death Worm". Though this creature is technically eyeless, it still possesses an anaplastic sight organ within its "head" structure. When this malformed organ is removed, and allowed to soak in the amniotic fluids provided by any pregnant female mammal, whether obtained surgically, or collected after this water has "broken", small tumors will begin to grow on it.

These tumors can be cut off at any time, regardless of size, and dried to the point of being able to be ground to a powder, which can then be mixed in raw, whole milk for consumption. No other beverage works, and this mixture is often taken by powerful men before high-level meetings, as it bestows an incredible degree of insight into the behavior of those they have to deal with; discerning lies, half-truths and untrustworthy promises without fail. It is said to generate an "aura" in the view of the consumer that surrounds those under his scrutiny, revealing any attempt at deception by the discoloring of this aura.

However, not only is this drug costly, demanding a good 100gn per dose, due to the rarity of the Idalosian Death Worm, and the inherent peril of its domain, as well as the unsavory nature of its processing; it also afflicts the user with severe withdrawal for several trials after, in the form of near blindness, migraine headaches and nightmares. It is said that drinking a small portion of the same amniotic fluid that the individual tumor soaked in will end this affliction, but this has never been confirmed.

This mutant organ can be "farmed" for tumors for as long as the single source of amniotic fluid can be maintained, making it quite a lucrative product. But secrecy should be maintained, as citizens have been known to hound the makers of this drug into exile to avoid lynching. No one knows exactly who first stumbled upon such a loathsome process, and no one is sure they want to.

Night Sky
There is another spawn whose eyes are a source of a visual enhancement drug. This is the Harrow, a ghastly embodiment of rot and hunger that prowls the Fields of Gauthrel at night, like an enormously fang-mawed, undead slug. Some people think it is the clear-colored fangs that are processed to produce this drug. Most chemists are content to let them believe this, as heroic adventurers are then likely to leave the black eyes behind with the corpse when they are lucky enough to find and kill one of these abominations. Of course, these horrors look like corpses all the time, and more than one chemist found himself being the now-toothless beast's next victim.

Teeth and eyes both regenerate in a matter of trials if the creature is not truly dead, but evidence of the death of one of these monsters, in the form of teeth or eyes is generally cause for celebration by the people of western Idalos. This celebration often includes an indulgence in the drug gleaned from the fluids of the thing's eyes, though few are willing to admit it. It brings a contented state of warm gladness that is heightened by the glamor of a clear night. Detractors claim this is a reflection of the beast's contentment while feeding on the poor bastard being slowly devoured within, since they only come out at night. This mood enhancement is further enhanced by an effect which gives the user a visual capability to see great distances at night with inhuman clarity.

Hunters and trackers swear by this drug. Though it does not affect their aim, it makes the acquiring and tracking of prey far easier, making a successful hunt far more likely, and offsetting the cost of the drug. In the areas bordering the Fields of Gauthrel, the celebratory occasion of another dead Harrow often prompts the price of this drug to be lowered; as does the chemist being under its effect and being "content" to sell at cost. Depending on circumstances, a buyer may spend anything from 25 to 50gn for a vial that might net 4 or 5 doses.

Of course, frequent use nets less and less doses from each vial, as well as making the user painfully light sensitive for increasing lengths of time after the drug wears off. There are also reports of sudden onsets of nightmares relating to being slowly devoured by the creature. In one such instance, a woman knifed her husband to death, in bed beside her, in a frenzy of nightmare-related desperation, thinking she was killing a Harrow that was eating her.


These are drugs found primarily in Central Idalos:

Head Shot
This is an energy boosting tonic, made from the watered sap of the 'Diurnal Bush' on the island nation of Ivorian. It is easy enough to come by, and is cheap in many markets. But this is also because causes temporary balding of both male and female users. Generally hair begins regrowth the next trial. The rate of this regrowth if fairly accelerated, perhaps an inch a trial, so only those with long hair are inconvenienced to any great degree.

People far from Ivorian often believe this to be a myth, and are shocked to discover the truth. For this reason, this drug, which pack a considerable and lengthy adrenaline rush, is often purchased to use as a prank. On Ivorian, the people don't really think of this as a drug, but rather as a benefit of nature, to be used when extra energy is needed, that carries a cosmetic side effect. It doesn't sell well there as a result, since people can simply go out and drain a bit of sap from a bush if they want some. Elsewhere, it can usually be had for no more than 10gn per dose.

People have been known to have inflicted permanent baldness on themselves with extended use. Some have even done this on purpose. Actors mostly, that want to be able to switch wigs at a moment's notice, and find real hair to be a nuisance. However, this much use will lead to addiction and withdrawal, involving seizures, cramps, nausea and a variety of sleep-deprivation symptoms. A description of the "Diurnal Bush" can be found in the 'Flora and Fauna' section of the Knowledge Base.

Maggie's Bag
One of the most beneficial of the "Five hearts of Unabor" is the great oak, 'Maguon'. The acorns of this great tree carry a variety of beneficial effects when ground up and eaten. It is unfortunate that disreputable individuals exploit the generosity of this entity by selling them as drugs. They use what means they have to divide the nuts into categories for the most specific effect. Or they just mix it all up into a general "grab bag" of empowerment, ranging from healing, extra energy, strength or bursts of speed.

Since the size of a dose is such a small pinch of grounds, it is entirely possible to get all or most of only one effect and little of anything else, with a mixed bag. But it is also the easiest way of packaging the product. As a result, this "grab bag" is only 10gn for what could be 2 small doses' worth. Whereas the specific effect, it doesn't matter which, is double this price. And this is only in the areas around Cahyrst and Korlasir on the eastern continent, though this covers considerable territory. In more-remote regions of the eastern continent, you could pay half again this much, and double on the western continent, when it can even be found.

There are no addictive qualities to these drugs, since Maguon would never deliberately inflict such a hold on anyone receiving one of its benefits. The "Five Hearts of Unabor", "Maguon" and "Maguon's Acorns" can all be found in the 'Flora and Fauna' section of the Knowledge Base.

Sleepy Teeth
Being attacked by the Colossus Eel of the central oceans of Idalos is a terrifying ordeal, likely to generate a massive flow of adrenaline and physical exertion. This should give someone an idea of the power of the drug present in this creature's teeth. It relaxes and elates the victim into a state that allows the beast to swallow them much easier. Such potency is worth a great deal of money for those wishing for a true vacation from the stresses of Idalosian conflicts.

The fact that this fluid must be milked from the mouth of this vicious creature is another reason for the cost. To be able to keep the creature alive long enough to be a lucrative source of frequent milkings, it must be kept in a large tank with refreshable sea water. And it must be fed live prey, or its gland loses the imperative to keep generating this drug. But this has the drawback of placing this dangerous creature in its favored element when it comes time for milking.

It should also be noted that The Mer are immune to this toxin, so somewhere out there is a chemical that negates the effectiveness of this drug. Since this is a drug that can be weaponized to inflict lethargy on opposing forces, this is an important detail. But for the most part, this is a recreational drug, affordable by only the reasonably wealthy, costing a good 35-40gn for a single dose, up to double that in more remote regions. But at least it is non-addictive. "The Colossus Eel" is found in 'Flora and Fauna', and "The Mer" are found in the 'Races' sections of the Knowledge Base.

The "Thunder Ocelot" - called 'jaguar' by some - has a seemingly supernatural power to put on a burst of speed that is beyond the ability of most mortals to even follow with the eye. It is at least supersonic, as evidenced by the crack of thunder that follows immediately after, and gives the feline its name. Admittedly this near teleportation covers only a few meters, but was sufficient to give chemists a notion that there may be some way to glean this power from the creature.

The level of success was a disappointment in comparison to what nature gave this creature, but chemistry still provided an impressive boost to reaction speed, alertness, focus and confidence. There is a gland in this animal that secretes an enzyme that can be blended with blood plasma to create a tonic that can bestow these benefits to mortals. More than one chemist has paid some hunter dearly to capture one of these creatures, so that it can be kept in a dreamy stasis, its gland farmed for this enzyme as it dreams of chasing down prey.

The military's chemists try to monopolize the production of this, as a way to ensure that sentries and scouts are at their very best. But men everywhere enjoy the shot of confidence this drug provides. They find that it gives them a decided improvement in their ability to impress the ladies. The drawback being a considerable depression when the effects finish running their course, as well as the possibility of affliction of some disease hidden in whatever blood was used to create the tonic.

But sales are undiminished by these setbacks, generally averaging 30gn for a small vial that can be stretched to provide up to 4 doses of this boost. Outside of central Idalos, the prices steadily increase as you get regions, oceans and continents away. The "Thunder Ocelot" can be found in the 'Flora and Fauna' section of the Knowledge Base.


These are drugs found primarily in Eastern Idalos:

Top o' the World
Contrary to what the name might suggest, this drug is not based on any material obtained from some high elevation, or the metaphorical tendency to think of north as "up", just because its at the top of a map. It is, in fact gained from a fungus found in the lowland jungles on the peninsula southwest of the Hotlands. This area is neither "up" on a map, nor of high altitude. The name refers to the sense of complete command of one's surroundings gained by the use of this drug.

It is also one of the reasons that "Thunder" does not sell well in this region of Idalos, since its effects are very similar. It grants an enhanced focus and confidence that boosts the user's feelings of capability; as well as an increased agility and sensitivity that justifies these feelings. A user feels 'on top of the world' while under the influence of this drug. This fungus is only "beneficial" when it grows from the dead carcass of a Sky Reacher tree that has been killed by a Strangler Vine. But since both these species are prevalent in the jungle forests of this region, this is not that rare of an occurrence.

But in truth, it is not actually the fungus from which the material is gained, but rather the dried husk of the Sky Reacher inside the winds of the Strangler Vine. It seems that all three species combine some elements to create a paste just inside of the point where the fungus meets the dead trunk of the tree. This is a dangerously addictive drug, but can be found in most markets without too much effort or cost. Only a very slow and closely-monitored weaning from this drug will prevent the very likely amputation of some bodily extremity. As the user indulges, a reliance upon this drug develops to prevent the same sort of drying and withering effect that overtakes the Sky Reacher before it dies.

An unscrupulous medic will probably gouge an addict for much greater cost, to save his arm or leg, than the vendor of the drug charged for enough to get him hooked in the first place. And it is all too easy to become dependent on this drug, due to its availability and affordability. Fortunately, there are many medics that DO have morals because a person can easily keep himself 'high' for several days for a cost of only 10gn. A stated before, there is no real demand for this drug outside of the southeastern areas of Idalos.

Storm Brain
A play on the term "Brainstorm", it has been found that, in the trail left by the Hotland's wind-funnel storms, - called "Qui'aya" - an odd blend of pulverized minerals is occasionally left, which is capable of bestowing what many people believe are glimpses of the future. Naturally, the paradoxical nature of user's reactions to these visions make it impossible to verify whether they actually received any advance notice of some future event or not. People almost universally take steps that they think will alter the future, if it appears detrimental, and usually end up bringing about the very result they sought to prevent.

Those that instead accept their fate are often the beneficiaries of events that show that the original interpretation was incorrect, and not bad at all, or at least not as bad. Skeptics and believers alike point at resulting events as either supporting or disproving their positions on these warnings, actions, reactions and results. Mostly it just ends up being the cause of philosophical debates and arguments of faith and miracles. The cultures of many eastern cities thrive on such debate, where the involvement of one or more Immortals can be said to have played a part (and it is not this moderator's place to confirm or deny such claims ;) ). So indulgence in this drug is not viewed with any high moral judgement. In fact, many people like to see what develops from others' encounters with their fates. Some even make wagers on wide-reaching outcomes.

Sober, pragmatic chemists have not yet been able to determine just what it is that is going on with this drug, isolating neither a chemical or toxin that accounts for these visions, but they are ever ready to make sales to eager challengers of fate. The price of this drug is mostly dictated by availability, being a mere 10gn per dose in times of numerous Qui'aya, and grasping at costs four times this, when the winds are rare. Prices for this drug on the western continent are prohibitive for any but the extremely wealthy, as rivals spare no expense in hopes of an edge against their competition. There is no apparent addiction problem with this drug. The "Qui'aya" can be found in the 'Flora and Fauna' section of the Knowledge Base.

The Thorned Horse of the Hotlands is representative of what it takes to survive in the desert wilds. The canopy-styled tail for immediate shade, uniquely specialized layers of skin providing numerous types of protection and fluid conservation, and the thorns themselves, protruding from the skin. But there is a considerable portion of these thorns that does not protrude beyond the outer dermal layer. Radical-thinking chemists in these desert lands have discovered an unusual benefit that can be gained from processing the animal's natural mutagenic enzyme that alters the rubbery fat layer into becoming these thorns. The benefit is the drug called "Ivy".

This is only done with the beasts that have outlived their enjoyable life span, much as horses in other lands are rendered down for meat, leather, glue and sinuous fiber material. It is fortunate that mortals do not possess any similar type of natural mutagenic capability, or the results of taking the drug might be permanent. The enzyme is separated into the receptor and the metabolizer, the first being spread over the desired area of effect, and the metabolizer simply being swallowed. The reaction of the two chemicals causes the bones nearest the area of effect to sprout thorns through the skin.

Needless to say, this is extremely painful, but there are other chemicals to take care of that, if necessary. The purpose of this is to grant an extraordinary boost to a person's ability to climb a nearly sheer, smooth wall like a spider. It is not foolproof, of course, but a person with any previous training in climbing will take a giant step forward in competency, becoming an expert after about fifteen minutes of excruciating pain. Of course, experience gained through the use of such unnatural means will net no true climbing experience, but most people use this to sneak into palaces and steal loot, not become better climbers.

Even in the local markets of Nashaki, this is a highly prized and monitored drug, wealthy aristocrats not wanting it to be available locally to those of a larcenous mind. A cat burglar can expect to pay 150gn or more for a single dose, even though there are old Thorn Horses being rendered down every day. The one unusual backlash of this is that, since these people do not like it being used in their own neighborhoods, they see to it that most doses are shipped out to foreign markets, making it no more expensive in other cities than it is in Nashaki. The only real withdrawal, other than nausea and dizziness, is a similarly extreme pain when the bones morph back to their normal condition; and the possibility of infection due to hundreds of tiny holes in the skin.

There is a rumor of some rare condition, either natural or manufactured, that can cause the effects of this drug to fall short of complete reversal. It is the worst of both worlds, gaining no benefit since the thorns are not sufficient to improve grip significantly, but are sufficient to be painful and disfiguring. A description of the Thorned Horse can be found in the "Flora and Fauna" section of the Knowledge Base


These are drugs found primarily in Southern Idalos:

Spring Slam
There is a vine on the southern continent, called the "Binding Climber", that has the ability to shrink and harden when moistened with sea water. It is only the fibrous sheath of the stalk which does this, and the remaining portions of this vine have always been discarded until recently. Many scientific discoveries are revealed due to accidents, and one such accident uncovered the fact that when this same material is boiled in sea water, it goes through a number of stages, eventually resulting in the fibers breaking down into a thick fluid.

The blooms on this vine must then be added until they break down into pieces. At this point, the thick fluid can now be put to spin, and separated into two layers. The thicker of these two can then be dried out and ground to a powder which has an amazing impact on the sensory systems. The mind and body seem to now act faster than the senses. The body itself has quicker reactions and faster extensions and compressions, making movements noticeably faster and more extreme, allowing a user to run faster and jump higher.

This can be a fun time sort of drug, as the world goes in a slightly slowed motion, allowing impacts to seem more "bouncy" and less damaging. And while this is mostly true, it has not proven to be an effective martial boost, because the user's timing is far from efficient. There is also an elating narcotic, making the already comical effects grow to near hilarious proportions.

Because this vine is fairly common, and because there is no real competition from any military, this drug is cheap, costing only 3 or 4gn per dose on the southern continent. Naturally, an interested buyer can expect to pay more in other parts of Idalos, perhaps upwards of 8 or 10gn for the same single dose in far regions. But this is a dangerous drug to overindulge in, as extended use will make the distortion of senses permanent. There is no actual withdrawal to speak of, but the dangers of such lack of coordination in such a hostile world are too numerous to list.

Rain Blow
There is a vein of mineral off the frigid southern coast of the southern continent. Storms occasionally dredge up quantities of this to be frozen on the shores of the polar shelf. If it can be kept in this state, and then flash heated, it retains an ability to grant a boon to visibility that can see auras in nature. This has the potential to see truth through illusion for those with great experience in its use. But mostly it gives insight into the emotional state of others viewed while under its influence. It also greatly suppresses hostile emotions, granting an exceptional calm to users.

Mostly, people use this drug to enjoy this peace of mind, accompanied by an extraordinarily "colorful" world. There are others, however, that use it to exploit the knowledge of these auras to gauge how people are feeling. Whether a petty home-wrecker, a jealously suspicious lover, or even a phony fortune-teller or gambler, there are a number of ways to manipulate people's feelings for vengeance or profit. Coupled with the rare, and uncontrolled availability of the source of this drug, it is costly, even in local markets, costing a good 30 or 40gn for a powerful dose. Those that only want the colorful experience can dilute this dose to free up 5 or 6 doses from this packet, making it more affordable for this harmless use. The only withdrawal from extended use of this drug is a loss of normal color intensity in the regular world.

While the most famous volcano on Idalos is The Heart of the World, far to the north, there are sites of thermal activity in many other places as well. One of these is the Kettle Chasm in the mountains of the southern continent, where foul-smelling mud pits are common. on occasion, one or more of these pits will take on a comparatively pleasant odor for a short time. If one was to skim the bubbles from the mud and seal the container so the gas did not escape, he would have the source of the drug "Countdown".

It is unknown if this a mineral source that creates this gas, or possibly the time altered remains of some plant or creature of ages past. But at any rate, this gas can be infused into various mediums for later use as a thrilling adrenaline rush, that can be repeated many time over the duration of a single dose. A person holds his breath, letting a sensation of empowerment build as his lungs starve for oxygen. Then when he finally can take no more and gasps a huge inhalation, he experiences a massive sensory hurricane that makes him feel nearly godlike in power.

Rarely do any do more than simply stand and tremble with the imagined power of the rush, possibly going so far as to shout or laugh. The name is derived from the common practice of group indulgence, and friends taking turns "counting down", to see who can go the longest before succumbing to the needs of their lungs. Occasionally, however, users trigger an extended rush and go charging off in the belief that they can do incredible feats, often dying in the attempt.

A single deep breath of this gas will enable this countdown ability for fifteen or twenty bits before it begins to wane. 10gn will buy a pouch or bladder of this gas capable of bestowing several of these deep breaths. The number of effective doses depends primarily on the size of the purchaser. The gas will stay good for a full cycle, so a buyer does not need to use it all up in one night's revelry, though most do. There is no major withdrawal, other than a growing longing for the intensity of the rush and a feeling of weakness for a few days. This is a cumulative effect, which can become quite debilitating, but it passes eventually, leaving no lasting harm


These are drugs found primarily on Oscillus:

The Oscillus Leopard has a chameleon-like ability to change it's color scheme. But this only affects the blacks and whites of its coat. If the right dermal layer of this creature's hide is processed and blended with natural herbal dye sources, it can be made into a drug that can give this ability to mortals as well for a short time. This does not mean that a human could change to a different color at the drop of a hat by will alone. But with enough practice, and an outside source of the desired color to concentrate on, a man could do so in a few minutes; and retain this change for nearly a full break.

This is not magic, and will not alter any clothes or other possessions; nor will it negate scent or sound. But a naked man changing to a green color will have a much better chance of sneaking past enemies in the jungle. Or a man in a corridor featuring several nude-style statues could change to an alabaster color, stand in a corner, and go completely unnoticed. It could also serve to change only a hair color, perhaps to imitate an Aukari.

Creative individuals can undoubtedly come up with other stealth and impersonation applications, but thus far it is mostly used as a fashion or theater trick for amusement. It is not easy to come by, and is pricey as a result, the asking price commonly exceeding 25gn for a single dose, higher in other lands. As one might expect, extended use of this drug causes the skin to grow uncommonly pale when the effects wear off, though rare instances have resulted instead in odd, vivid colors. Other than that, there is a short duration of severe nausea, but this has never proven fatal.

When the Oscillus Snow Mouse sits in frozen hibernation, a change to its metabolism becomes chemical in nature. This chemical can be gleaned from most any mouse that can be dug from the ice. Fortunately for the rodents, their prolific breeding prevents this from being anything likely to cause their extinction, because this chemical is useful in just about every walk of life on Idalos. What it does is bestow an eidetic memory to anyone under its influence.

This is not a permanent quality for those who use it, but data committed to memory while using it is. Any kind of information, from mathematical formulas to geographic features wanting to be placed on topographical charts, can be flawlessly memorized. Now, this is no guarantee that the information is accurate, only that it will be remembered precisely as learned.

The value of such reliable recall makes this quite a valuable drug, going for 40-50gn per dose, which lasts 3 or 4 breaks, depending on how focused the individual user is to begin with. A high meditation skill can nearly double the duration. And finding this drug in a market far from Oscillus can double the cost. The only withdrawal takes the form of being unable to accurately remember anything otherthan what was learned while under its influence for up to three trials. Extended use adds to this difficulty, which can, however, be reduced also by a high meditation skill.

Off the shores of frigid Oscillus lives a large species of crab. The pinchers of this crab have rows of spiny bumps that turn white with age. The more white, the more valuable these rounded spikes become. The white colored part can be ground into a powder and dissolved in the oil found in the hide of the Titan Penguin to form a drug that makes the skin grow patches of rigid callus that can actually deflect an average knife stroke. This locations of these defensive patches can be determined by smearing this penguin oil on the desired spots.

This drug was so named because it was said that in a fight, this drug could be used "in a pinch" as a replacement for armor. The aggressive, territorial nature of the crab also "soaks in" to make the user more bold and daring, also a potential advantage to fall back on "in a pinch". The equivalent of withdrawal takes the form of the user's sudden realization of the dare he has taken when the boost to his bravery wears off. Or the injuries he sustained by taking on impossible odds only to discover that they were, truly, impossible.

Fortunately, most of the time the advice of a friend, to tone back the adventurousness, will be well taken and prevent tragedies. But often, friends like to indulge together, so there is no one to keep both feet on the ground. Once trouble has been challenged, it ironically takes more of the drug to bluff through the circumstances, though the temporary skin armor often helps as well. A dose of this is usually no more than 10 or 15gn in areas in or near Oscillus. It can command up to 35 or more in distant markets.
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Postby Maltruism » Sun Nov 20, 2016 6:20 am

Herbal Remedies

Brain Berries
Mental Focus / Narcotic Tea
This is not a terribly rare plant, but it has a very narrow window of ripeness for its fruit.
About the diameter of a thumbnail, a few of these berries restore mental focus due to minor causes like sleep loss, allergies, oppressive heat, fear, anger, common illness, and headaches, even those caused by injuries up to, and including, minor concussions. This can be overdone, however, and lead to worsening conditions when the benefits wear off after a few breaks.

As soon as any green begins to show in the seams of the fruit, the benefit is quickly diminished and lost.
Fortunately, the berries can be dried to maintain most of their potency for several cycles. It is an odd thing that this plant does not drop these berries. It spreads by drops of sap that ooze from the end of the branch where berries have been picked. This develops into a root runner that finds a spot to grow. This plant is found around the perimeter of forestlands throughout Idalos.

If the berry is not picked, the green coloring advances to take over the berry, which then thins, extends and widens to become a thick leaf. It is another aspect of this berry's name that these new leaves, if picked when still thick and vibrant, can be dried and grated to make a tea that is a mild narcotic.

Berries generally go for 10gn per dozen
The leaves are usually 5gn for a single dose' worth of tea.

Vision Enhancement / Pink Dye
This is another plant that, while not really rare, is difficult to find. The sunlight is gathered during the daylight breaks to react with internal chemistry to transform the color to a typical grass-green shade. When the sun goes down, this plant unfurls and displays a striking pinkish color, and a ribbed tendril structure. The entire thing is very thin and delicate, but is surprisingly durable.

For some reason, these plants are always found to grow in long, thin rows on grassy hillsides, the cycles dictating which side. This is because the direction of the sunlight is the most important factor in activating its beneficial nature. It is common for there to be a streak on every side of any hill that has this plant. It is not uncommon for teams of herbalists to camp on such hills, once discovered, to capitalize on the opportunity to gather spores and transplantable samples of this plant. Even when the medicinal value is expended, the plant can be crushed and mixed with certain fluids to make a smooth pink dye.

When first unfurling, the plant drops spores, which have a very limited span of activity; this activity being the enhancing of visual capability. This can either take the form of temporarily increasing normal vision, or partially restoring failing vision to a large degree. These spores can either be gathered directly from the tendrils, if one is present at the initial unfurling, or by lightly sweeping the ground around them with some wet surface. The usual methods will have to be employed to glean the spores from dirt collected along with them, but this is not difficult for even a moderately skilled herbalist or chemist.

Enough spores for a single dose generally costs 7gn. It usually takes twice as many ferns to make enough dye for a single garment. But since this requires pulling the ferns, it means no more spores can be collected, so it is a very pricey prospect.

Cat Tongue
Digestive Aid / Rope Fiber
Both the color and the rough surface of this plant's leaves give it its name. But it is the one feature inconsistent to its name, the central stem, which is the potent element of this plant. When chewed, this stem seems to extend a cat's ability to eat food well beyond the limit of freshness and well into a rancid state. This can be a valuable survival aid as a person lost in the wild can come across a fairly rotted corpse and make a meal of it.

It does nothing for getting over the nauseating smell of rotting flesh, or the simple, sickening knowledge of what the survivor is stooping to doing to survive. But starvation serves to give a person much motivation where such things are concerned. It has been tested by brave men to see if it counters toxins, but other than such things as natural food poisoning, it is ineffective. But for food poisoning, it is a quick antidote.

Testers have also tried it against sites of other natural infections, like festering wounds, but have seen no benefit. But many households still keep a supply on hand for hard times, when they may have to fall back on stored goods of questionable condition. As well, the rough leaves are often stripped down to fibers and interwoven with hemp to make a superior rope; one that is more resistant to fraying.

This is a plant primarily found in jungle zones, and can be had quite cheaply there. But it has been occasionally found in deep rain forests, and usually finds its way quickly to local markets, cutting into the profits of traveling herbal vendors that bring it from distant jungles. Jungle vendors sell this item locally for about 8gn per 5-dose packet, but in foreign markets it commands up to 20gn, depending on how far these sellers have traveled. The fibrous leaves are usually sold separately at 5gn for a bundle sufficient to improve a 100' length of rope.

Blood Support
Many people hear the name of this berry and think it must be some sort of poison. They consider it a good thing that it is so rare, found only in jungle zones. But they do not understand the reference. Since leeches are used to drain blood, on the premise that whatever is ailing a body must surely be contained in the blood, anything seeming to counter this effect must be bad. But this name is not to suggest that draining bad blood is not beneficial; it is only to clarify the property this berry possesses.

A handful of these little berries bolster the blood's regenerative ability to counteract blood loss from severe wounds. In effect, creating more blood within the body in quick fashion. It also aids in the thickening and coagulating ability to form clots, all of which can be the difference between life and death. Still it stands as the opposite effect of leeching. Thus the name.

However, there are hazards to this benefit. It should only be used when a moderate to severe wound has been taken. Otherwise it can quickly bring blood pressure to dangerous levels, or even form lethal blood clots. In fact, when this berry's nature was first discovered, it was used as a poison, and still is to this day. It was not until an innovative medic considered the possible benefits, while tending soldiers on the battlefield, that its positive applications were realized.

In jungle areas, these berries are pricey enough at 10gn for the aforementioned handful (8-10 berries). But the further you get from the jungle the more expensive they are. By the time you get to cold, mountainous regions, they are pushing 30-40gn for the same handful. But is your life worth less than that?

Maiden's Kiss
Aphrodisiac / Perfume
As one might guess from such a name and appearance, this is one of Idalos' most common aphrodisiacs. Some men have been known to be stirred to passion by simply looking at the blooms on this plant. But those cases must be triggered by a considerable stretch of romaantic failures, for there has been no researched indication that this vine's effects are granted through a person's sense of vision.

The sense of smell, however, can definitely be cited as a triggering element, for the bloom's perfume is very enticing, and vines are often found around shops that focus on romantic purchasing. The odd thing about this vine is that this scent and benefit do not come from the alluring blooms, but rather from the sap that collects in small beads at the tiny pores along the main stalk. Being a vine, it is quite hearty, and grows most anywhere. It is not widespread in any part of Idalos, but because of its bright red blooms, it is easy to spot where it is growing.

This is a common enough vine to be provided at no cost in such places as brothels and businesses that gain from romantic intentions. But purchased for private use, it is usually around 6gn for a 3-dose vial of arousing tonic.

Rockmaze Moss
Bone Health
This odd form of moss is only found in dry, rocky areas. This can be either mountainous or desert areas. The plant itself is of rudimentary survival value when eaten, but its primary value is the benefit it gives to the surrounding rocky soil. This includes the dirt and tiny stones that get engulfed in the root structure beneath it.

When a patch grows to a diameter of over a foot, then when picked, the dirt and pebbles that cling to its roots are a boon to the ability of a body to restitch broken bones. They are pounded and pulverized to powder and then used as a steeping filter, like ground coffee, to brew a tea that can be drunk to expedite the healing of broken bones and sprains.

It is unknown why the patch has to grow to this certain minimum size. But it is speculated that it takes the extra time for the pebbles to be fully infused with the plant's beneficial nature. Testing has definitely established that it is an all-or-nothing result where this detail is concerned. Patches tested that were of even slightly smaller size held no benefit whatsoever. This leads to additional speculation that the minerals in the stones are initially affected in the opposite way; and that until the full size of the patch is realized, serve to neutralize the effect of that part which has become beneficial.

A few researchers in the toxic arts have begun to test the possibility that smaller patches could be processed to create a toxin that weakens the bones of its targets, making them far more vulnerable to such injuries. It is not widely known what results these tests have produced.

It generally takes 3-doses, spread over the course of healing to gain the maximum benefit from this product. Testing has shown that any more frequent dosing than that appears to be wasted. Each dose is generally only about 5gn apiece. But if it should ever be proven that prematurely gathered material can be "weaponized" to cause debilitation to an enemy's bones, this price will surely increase.

Scarf Rot
Multiple Benefits
Though this fungus is potentially deadly to trees and shrubs, it has many benefits to the mortals of Idalos. It gets its name from the manner in which it encircles the trunk of its host tree like a scarf. Every Ashan, its internal catalysts cause a fluid to ooze out of the tree in a band, which then hardens into a bark-like coating by mid-Ymiden. Every Ashan this process repeats itself, with the added element of slowly altering the chemistry of the layer beneath it.

What results is that every five arcs or so, the combined layers formed during those arcs have a beneficial quality different than the one bestowed during the preceding arcs. So the longer this growth goes on before being harvested, the more beneficial qualities the "scarf" possesses.

In all cases, the outer husk can be ground to a powder and thrown on a campfire to repel wild predators, that somehow sense the presence of something corrosive and pestilent. The layer just below that can be made into a paste and used as a poultice to prevent wound infection. Beneath that is a layer that can be squeezed to eject a thick fluid that helps heal burns without scarring. Beneath that, the wood starts to take on a honeycomb-like structure. The resin that forms in the cells is a powerful sleep agent. It can be applied to weapons to give an edge in battle.

It is unusual that a growth of Scarf Rot is left unharvested beyond this, since these substances have great value. But it is certainly unlikely that all such nodes have been located by now. Those that are still unharvested have yet one more layer, which gives up a spongy mass that, when simply dipped in water, provides a medicinal pad that cures skin afflictions of all kinds, from acne to warts. It greatly helps slow the usual signs of aging.

This encompasses twenty arcs of growth, and rarely are Scarf Rot nodes left unharvested beyond that. Especially since it has often eaten through the trunk by then, which strangely neutralizes the benefits in a matter of trials. But rumors speak of even more powerful agents gleaned from deeper layers of this remarkable fungus from deep-woods trees of incredible age and girth.

Predator-Repelling Bark Powder is usually 2gn per one night's worth of protection.
Anti-infection Poultice is about 1gn per application.
Burn Balm fluid commands prices up to 5gn per application, primarily due to the anti-scarring property.
The sleep agent is about 5gn per 3-dose vial, but 10gn for a single dose of weapon-smear toxin.
The Medicinal Skin Pad is very pricey at 20gn per pad. This is not only because the wealthy are known to pay exorbitant prices to maintain youthful appearances, but also from the fact that this is the most difficult item to glean from a node.

This is a fairly rare item found growing in patches of forests on the borders between cold and temperate climate zones. It is not that the moss does not have the capability to be widespread, but it only grows in exacting situations where there has been a freeze, with toxic foliage having burned nearby. Whitemoss is originally green like any other. But when it freezes, and the toxic smoke drifts to moss-covered trees that were not heated enough by the fire to thaw the moss on them, the smoke turns it white.

It is only at this point that it takes on its beneficial property. So it is only at this point that it becomes valuable. The medicinal value will remain as long as there is no thaw. It will stay white as long as it possesses this property. There is processing that must still be done that requires the bark from each tree as well. The moss from one tree will only work with the bark from the same tree, so all material gathered must be kept separated this way. This is probably the single most common reason why those that try to produce this antitoxin fail.

There have been many instances where a massive harvest of this moss has netted no gain of antitoxin whatsoever. And you may be sure that those chemists that have learned this secret are not about to part with it for anything less than a King's ransom. And probably a promise to move to a different town to ply their trade. It is not uncommon for such chemists to look for proper climate conditions to try to "seed" this moss by burning toxic materials nearby. The moss will then work best against that particular toxin, in all its forms. but it will also work fairly well against most any other as well. At least to the point of changing a deadly one to a merely crippling one.

Because of the rarity of the required materials becoming available at all, and the likelihood of the process being ruined by inexperience, this is a highly prized chemical. Its eventual value can be logically adjusted according to which toxin has been the focus of its processing. But for proof against most toxins, it commands a price of 30gn per dose, a small price to pay for your life.

There are also numerous references to herbal remedies found in the "Flora and Fauna" section of the Knowledge Base:

In Northern Idalos, one can find:
  • The numbing property of the Clam Leaf
  • The healing property of the blood of the Acid Crocodile
In Eastern Idalos, one can find:
  • The snakebite anti-toxin of the sap from the Fruit of Life
In Western Idalos, one can find:
  • A source of good water from the blades of Bloat Grass
In Central Idalos, one can find:
  • Glue from the Rock Mushroom
  • A disinfecting solution from the leaves of the Ivorian Kora
  • A mild recuperating tonic from the boiled bark of Lorne's Strangler Fig
  • An anti-coagulant from the Garrote Vine
  • An anesthetic from the saliva of the Giant Leech
In Oscillus, one can find:
  • The healing properties of the Blue Star Flower
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Postby Maltruism » Sun Nov 20, 2016 7:00 am

Poisons, Antidotes, Drugs and Medicines

Some of these chemicals are found in many areas, causing little difference in price from one zone to the next, where others are specific to one region, or one type of region, causing significant mark-ups in areas far removed from these regions. Also, some of these sources provide more than one type of chemical.

Global Compounds

Rubberlegs (poison only): Similar to ‘Stretch’ but affecting the bones directly. This can make limbs fold unnaturally on their own, due to bones not having the firmness to resist the pull of muscles and tendons. It has an upside of allowing for fantastic contortionist displays, and can facilitate remarkable escapes from very tight places. Can be gleaned from the undeveloped bones of unwanted fetuses of almost any species. It has a greater stigma of disapproval than most poisons due to this fact, regardless of its far less lethal nature. It is fairly cheap as a result, costing 25gn per dose. A more concentrated dose, intended to bring a lethal collapse of the spine generally costs 60gn.

Second Skin (poison w/add'l uses): This compound causes the skin to metabolize unnaturally, forming excess coverage that hangs like that of an old man. Very good for disguises, but has the need for exact hydration when it wears off and shrinks back to normal, or it can be extremely painful. Commonly used for interrogations, as a victim can be made to be slowly flayed alive by making a few well placed cuts while still loose. The cuts make the skin lose hydration while open, and the skin splits as it shrinks. Made from snakes that are in the process of molting an old skin, and processed with various metabolizers and catalysts. This has become quite popular, which can either lead to a competitive cost war, or an increase due to demand. Almost every species of snake has the biology to provide this chemical, so there is little regional adjustment. Still, a buyer should anticipate a cost of between 30-50gn per dose.

Stain (poison only): The classic neurotoxin that is universally applied to blades. Where the effects of “Stretch” may be disclaimed as the victim’s drunkenness or clumsiness, there is no mistaking the seizures and asphyxiation caused by this poison. The combined elements of certain spider venoms and a particular fungal spore give this a far more profitable shelf life than the pure venom. And a “stained” blade is far easier to wield in battle than a spider. It may take more than one strike with the blade to cause the victim to die of the poison alone. But most such fights end with the disabled victim dying on the end of the blade instead. As a result, the usual dosage for weapon treatment runs about 40gn. A concentrated form that kills in a single strike will cost 100gn. Since the two elements can be found globally, there is little price difference between zones.

Regional Compounds (jungle)

Fuzz (poison and medicine): This was originally developed as a pain killer, in that it interfered with nerve signals to pain receptors. A darker use is to inhibit its function with reagents until it can be internally engineered to interfere with the nerve signals to the eyes or ears, or worse, the lungs or heart. In the brain, it can cause any number of effects, ranging from the physical types mentioned, to more insidious psychological effects; confusion, memory loss, retardation, or psychosis. Once the effects manifest, the best an antidote can hope for is to keep them from being permanent. This toxin is obtained from deep within a colony of a certain type of jungle ant. In jungle zones, the difficulty of obtaining this from a nest of tens of thousands of angry ants is reason enough for its cost being upwards of 40gn. Elsewhere the additional factor of distance will bring the cost up to 100gn per dose.

Buzz (antidote and poison): Perhaps not surprisingly, this antidote for ‘Fuzz’ is derived from a similar method against hives of a species of jungle wasp, which has a natural animosity towards the aforementioned ants. Also not surprisingly, this chemical is used to over-sensitize the nerve endings. Both ‘Buzz’ and ‘Fuzz’ have permanent effects if used too much in one area of the body. Using this antidote to stop brain toxicity can be an excruciating affair, as all bodily activity may cause the sensitized brain to register pain. Of course, this ‘antidote’ is a toxin in its own right and is commonly used during interrogations. Again, the difficulty of obtaining the raw materials for this compound explain its pricey cost of 50gn per dose in local markets. One might pay between 100-150gn from distant vendors.

Stretch (poison only): A common debilitating poison that affects the ligaments, making them exceptionally elastic. This serves to greatly reduce the internal leverage that muscles can achieve against the skeletal structure. This is usually applied to a blade, and is usually used to gain an edge by making the opponent’s reactions slow and weak, and robbed of full control. Generally gained from the tongues of a species of frog found in southern jungle areas; and is usually cheaper to buy there, costing no more than 30gn per dose. may bring up to 45gn in distant regions.

Fist Nut (poison, medicine and food): The unmilked flesh of this large nut is used to help blood coagulation for medical purposes. But it can cause blood clots and extreme digestive blockage, either of which can lead to possibly fatal results. This is fairly well-known however, so this is not an item largely marketed for toxic reasons; especially since milking it can release the pricey reagents within that cause this effect. This is done by subjecting the nut to pressure steaming. The internal pressure created by this process forces a powerful binder/reagent out through its shell, between the "fingers". Once there is no more fluid to collect on the outer shell, the nut can eaten, or stored for later use. It has a sweet flavor, often used in dessert pastries. Nevertheless, sales for toxic purposes have been known to occur, and it is a death that can be effectively cried away as a tragic accident by any halfway-decent actor. So, unmilked Fist Nuts have been sold for upwards of 30gn apiece. But to accomplish more than severe constipation or kidney stones will take consumption of 2 or 3 nuts.

Regional Compounds (cold; mountain or arctic)

Frostbite (poison and medicine): Reduces body temperature drastically wherever it is triggered. Depending on where the body is affected, and the strength of the dosage, it can cause anything from sluggish movement to genuine lethal “Brain Freeze”. Obtainable only from the colonies of tiny ice-grubs that eventually devour dead bodies lost in high mountain areas. Again, it is usually cheaper to buy in such areas, if legal. It generally brings in 60-80gn per lethal dose, 20 for medicinal, in high-altitude regions; double that for lowlands.

Frageon Crystals (reagent and poison): The White Saxifrage has both a delicious harmless flower and an unpleasant-tasting, poisonous one. It is not that difficult to tell them apart, though it is time consuming to gather enough to process into an effective toxin. This is because the natural occurring toxin is not terribly potent. But it is worth the trouble to concentrate it, as it is one of the most versatile mediums for variable applications. This toxin can be quickly adjusted to accommodate every kind of reagent and body target imaginable. It is a favorite of assassins, as it is almost impossible to be certain of what toxin was used, which makes the investigation of the crime quite difficult. It blends with other toxins to combine afflictions into confusing patterns, often leading investigators to think magic or disease was the cause of death. As a result, a single fluid ounce of this fluid, which is then processed down to about a tear drop of toxin, runs a good 100gn in areas near Oscillus. And since there are no areas truly near Oscillus, a chemist can expect to pay upwards of 200-500gn for a useful dose' worth.

Regional Compounds (forest)

Kidnapper’s Joy (poisons only): This is nothing more than the purified toxin found in the front legs of the giant ‘Kidnapper’ spider, found in deep forests the world over. Its chemical stability allows it to take nearly any form of processing without losing its nature, which is a paralytic. If expertly applied, it can even feign death. This can be a good thing, in some desperate situations. However, it is usually used just to paralyze a victim for nefarious purposes. The growth of the industry of farming some captive specimens has reduced the cost of this paralytic to an affordable 50gn per dose to inflict a completely helpless state. You can expect to pay double or more in areas where forests are too sparse to support this creature.

The name is also used to identify the necrotizing venom used by the creature to break down the flesh of its dead victims for consumption. It is produced in identical quantities as the paralytic toxin. And with the availability of its source being exactly the same, so is the cost. Customers must take care to be sure which toxin they are purchasing.

Ghost Mushroom (poison only): This is one of the more lethal species of this type of fungus. This is not a terribly expensive item, since it tastes bad, and most people will not eat enough to kill them as a result. However, like many mushrooms, there is an hallucinogenic experience involved in its consumption, and many chemists have tried to isolate this compound from the poisonous elements. None have thus far succeeded. There is no real cost for this item, bringing perhaps 10gn for enough to kill someone. But you'd have to force most people to eat that much. As a result, most people, even toxin chemists, consider it best left on the forest floor where it does some good.

Regional Compounds (marine)

Pie Crust (poison only): This has nothing to do with pastry. This is a compound that causes the contacted tissue to harden into a crust like stone. It is somewhat brittle and can be shattered with a sharp enough impact. Normally, it is applied in two phases, the first being a powder that can be blown or spiked in makeup, followed up by a catalyst applied by some means to the same spot. Separately, the two elements can be saved for use for a full season. But if the two are mixed, the poisoner has only seconds to slap it on. If the powder is inhaled, it causes severe respiratory distress, but the chemistry of the inner body prevents the actual hardening of lung tissue. Nonetheless, the loss of full lung function is extremely debilitating in an emergency scenario. This toxin is obtained by processing one element of the build-up on the walls of underwater caves populated by certain exotic island fish. This not a truly lethal poison, but is horribly disfiguring, and to a truly malicious adversary, this may be far more satisfying. In most tropical Islands, a single dose of either compound will cost 25gn, so an active combination totals 50gn. Off the islands, this cost can double, or even triple in truly remote regions.

Rainbow (poison only): The venom of the Rainbow Sea Snake is a potent anti-respiratory toxin. Many who are bitten die of swollen-throat asphyxiation, before they even have a chance to drown. Such a dosage will take several bites however, and the snake is not generally considered aggressive. It is usually only those who continue to try to capture this marine reptile that receive so many bites. This makes the cost of this venom fairly considerable. considered to be sold on a "30gn per bite" basis, one would expect a reliably lethal dose to fetch 150gn around Ivorian. It actually is not that much more expensive elsewhere, costing perhaps 200gn for this same lethal dose. This is because Ivorian law is extremely harsh on those who would sell such things. Most Ivorian vendors of such products are only too eager to move them elsewhere at cost.

Regional Compounds (desert)

Thorn Bush Sap (poison only): The thorns of the aptly-named "Thorn Bush" are largely harmless if simply touched. But a chemical in them turns quite harmful if it contacts blood. Contact with enough of this chemical (perhaps 5 or more thorn wounds) can lead to seizures, and blackouts. More can lead to strokes and brain damage or even death. The need to blend this chemical with blood makes this a potent weapon-smear toxin and can boast prices of 50gn per basic dose. Basically, this is priced on a figurative "10gn per thorn" basis. So a "brain-dead" level dose would be 80gn minimum. This, of course, is only in eastern desert regions. Elsewhere, the cost goes up considerably.

Fang (poison only): The venom of the "Hotland Taipan" snake is perilous to collect. It is perilous to work with and is reliably lethal in even the smallest dosage. Do not expect to find this toxin for less than 175gn per dose from villainous desert vendors. The kind of vendors that may just as well claim they have this item, only to lead you into a dark alley and leave you robbed and dying. If it can even be found outside of the Hotlands, you'd best have upwards of 300 to 500gn on hand. And then you'd better be very careful handling it.


There are poisons referred to in the Flora and Fauna section of the Knowledge Base as well...

In Northern Idalos, one must beware of:
  • The milky coating on the "Golden Salamander" is a slow-acting acid if kept from exposure to air. You might pay 10gn per fl. oz. in this form. However, the more marketable use of this substance is to let it dry quickly as a fire-proof coating. This is cheapest around the city of Sirothelle. Distance, along with the trouble of keeping it fluid during transport will double or triple this cost in distant markets.
  • The appropriately-named "Acid Crocodile" spits a dose of highly acidic saliva, which can cost the same as the coating on the Golden Salamander above, transport costs included.

In Western Idalos, one must beware of:
  • The fluids leaked from the jumping, squid-like "Writhe". This is not what the creature itself uses as it attacks, but this potent acid is further threat to those trying to defend themselves against them. Collecting this acid is usually an afterthought to a horrific battle with a swarm of these disgusting creatures, as no one would be fool enough to search them out deliberately. But most travelers are not prepared with empty glass containers, so it is rare to find this acid in markets beyond western zones. But it is not too pricey, since there are numerous alternative sources of acids. Assume you will pay 10gn per fl. oz.
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Postby Maltruism » Sun Nov 20, 2016 10:33 pm

Northern Idalos

Please note: The text is ready for KB despite all images needed for this.

Climate: Northern Idalos has an overall humid continental climate with Saun and Ymiden being warm and humid and cold (sometimes freezing) Cyluses. To the north it grows even colder, with tundra, sub-arctic and polar conditions, and to the south, semi-arid plains become progressively warmer. The Heart of the World, the single largest volcano that towers over the region, contributes to large magma flows that reach a significant outward radius, infusing both toxic conditions close to the crater and fostering nutrient rich soils around the periphery. Only the most well adapted plants and animals survive the conditions on the volcano, while sensitive agricultural species thrive in the nutrient rich soils around Sirothelle.


Iron Shell Bush – Living at the base of the Heart of the World, the iron shell bush is known for the several nuts that grow on the plant. These are so tough that they cannot be physically broken apart. They will only open up after long exposure within a magma bath or similar which will open the shell. The seeds activate in the heat and can begin to grow. The shell itself can be used as ammunition for slings, a cheaper alternative to using metal. The seeds provide a source of natural adrenalin for a short amount of time but the downside is it acts as a potent hallucinogen.

Naphtha Brush – The black leaves of the naphtha brush are coated in flammable resins that encourage fire to spread. The leaves are small so as to increase their flammability. The heat resistant seed remain dormant until provided with enough ash and soil to grow and at the right conditions can bloom at an incredible rate. The Aukari use the naphtha brush by crushing and breaking the plant down into a flammable black paste. This burns quicker and longer than pitch.

Clam Leaf: Two curved fire-resistant shells made of a tough bark like substance is textured to look like a carpet of ash. It survives in the low lying areas around Sirothelle where little plants can survive and few nutrients are present due to the constant volcanic eruptions. The plant relies on unaware animal or humanoid to step upon its camouflaged shell. Special feelers detect the force of the intruder and cause the clam to snap shut. A local numbing toxin is released from the tips of the petals to calm the intruder while it begins to eat the intruder live without it being felt. Clam leaves are intentionally grown in large fields to act as a defensive barrier around Sirothelle, preventing possible invading forces from encircling the city.

Phoenix Flower - Surviving at high elevations on the Heart of the World, the Pheonix Flower is a barbed bush with a single yellow flower that curls in a spiral. These do very well in low nutrient soils, making it adapt well to areas that have just experienced recent eruptions. The phoenix flower relies on constant volcanic eruptions to spread out its seeds. It easily disintegrates into ashes as the flowing magma draws near and flows about into the air for extended periods of time. The seeds are structured so that they float with rising heat emanating from the lava. The ashes soon fall and pepper the fertile ash bed sitting on the cooling lava. The seeds will then rise again into another Phoenix Flower.

Ignis Beans: Ignis Beans thrive well at the areas around Sirothelle. Highly rich in protein, they are one of the few alternatives to the meat-eating diet that the Aukari are accustomed to.


Golden Salamanders: These yellow and black amphibians thrive in extremely hot parts of the volcano, either next to geysers or even in the lava itself. Contact with cold water will mark its end. Their body is coated in a poisonous milky substance that ensures it is completely fire proof and for this reason, golden salamanders are prized among the Aukari. The flipside is if the substance has contact with the body of an Aukari or any other organism, it will cause the infected area to slowly burn away. Golden salamanders are bred in large blast furnaces and are then killed and skinned but the process is difficult, costly and very dangerous. The milky substance is then used to coat objects to ensure they are well fireproofed. The substance is left to dry and the poison evaporates away. Tampering with the final coat will nullify the fireproof properties of the substance. The Aukari often pay large sums of money to fireproof important objects they wish to protect.

Obsidian Panther: The main carnivore prowling the foot of the Heart of the World, the large obsidian panthers have a shimmering black coat and yellow eyes. The end of the tail of the male panther can exude a fire-like aura used intentionally to attract female mates or unintentionally when leaping for the kill. Prowling up to high altitudes to search for prey and being exposed constantly to toxic gases and ash, the panther has developed a highly efficient body system and uses little oxygen. At lower altitudes with oxygen rich environments, it is a tireless and quick predator.

Voracious Caterpillars: Located around Sirothelle, these three feet long grey colored caterpillars spend a short period of time eating anything they set their sights on from plants to animals – nothing can survive the onslaught of the Voracious Caterpillar. The pupation stage takes longer. The caterpillar creates a mesh-like cocoon to look similar to volcanic rock, in order to be concealed from predators. The siphon butterfly emerges from the cocoon.

Siphon Butterfly: These large two foot high butterflies emerge from the voracious caterpillars. These are black with two yellow ‘eyes’ lined in white on each wing. At night time, the yellow eyes are phosphorescent and can be seen from miles away. This is an attempt to lure potential predators towards it. The butterfly’s wings are razor sharp and several ‘flutters’ can dash their bodies to pieces. The butterfly uses a retractable tube from the end of its abdomen to siphon the blood from the open wounds. The Aukari use the thin wings of the butterfly for the cutting of cloth and other minor things – it is far too fragile for conventional weaponry.

Acid Crocodile: - These extremophiles live in boiling hot sulphur mud baths. They survive this by using multiple vents in their back to exhaust heat and gases. They spit acid from their mouths to burn their victims. They bite is powerful enough to pull their victims into the boiling hot pool for the kill. The blood from this crocodile has excellent healing properties.


Please note: text is ready for KB, need images for all.

I have been speaking to Basilisk about this island and looked at ways of 'roughing up' the seas north of Ivorian with some nasty sea fauna.

Climate: A mountain range behind Ivorian divides the island into two climactic zones.

The east, occupied by Ivorian to the north, receives little precipitation due to the hot coastal winds that blow from the Hot Lands. This results in hot Saun periods, where the Cylus periods are mild. Grasses and rocks predominate this area, grazed upon by herbivore beast and occupied by a plethora of reptiles.

The western coast, on the other hand, receives more rainfall from the oceanic conditions and is noticeably greener, with shrubs and trees. The mountain range traps moisture from the west coast from breaching the east coast. The high humidity can cause fog and mist along the western close but it kept in check by the central mountains.



Grass: Semi-arid species dominate the east coast providing ample food for roaming herbivores and a hiding place for reptiles.

Rock Mushroom: Located inland in the mountains where trees provide adequate shade, this unassuming mushroom takes the form and color of a dull, grey rock. Instead of its structure being as hard and solid as a rock, it is extremely fragile and soft. It will collapse under a small amount of concentrated weight. It is often the case for small birds to fall into the center of the mushroom and become enveloped in a green sticky glue. The mushroom will digest and use its nutrients to bolster its growth. Ivorian's tend to use sticks to check rocks in case they are the rock mushroom. The glue can be collected and used.


Ivorian Kora: This delicate east coastal succulent occupies areas behind beaches and coastal dunes. Their leaves contain a saline-like sap suitable for reducing infection to wounds and as an antidote for mildly infected snake bites.


Dead trees: Located mainly along the east coast, these old trees grow along the ground with two or three huge trunks that split over time. As these 'split trunks' grow larger, they split again. They can cover large amounts of land. These branches produce a small thorned fruit that contains white flesh and red seeds - called dead fruit - and is enjoyed by the Ivorians.

Curtain Trees: These trees are located mainly in the mountains and west coast. They are characterized by their trunks that are made of thick creeper-like roots. These huge roots will move if touched. They can form any shape for a temporary amount of time and will slowly bend back to its original form. They are mostly notable in the way they form large curtains that can be cast aside by brushing it with one's hand. The timber can be used for strong building materials and forked sticks to trap snakes, while the heart wood, responsible for the suppleness of the roots, are excellent for bows.


Diurnal Bush: Located on the eastern, warmer side of the island, this bush sheds its leaves during the afternoon and regrows them in the morning. This is all made possible by its extensive root network that 'steals' the nutrients from other plants. The Ivorian's use a metal tube, hammered into the trunk, to allow a resin to drip. It can be mixed with water as an adrenaline shot, though the side effects are that their hair will fall out and will regrow the next day.



Syrinx - Located along the eastern coast, this enormous gastropod (mollusk) is 4 foot or 1 metre long. It creates a large 4 foot or 1.5m long shell, vied for by only the largest snake hermits. These shells also make fine horns.


Snake Hermits - Located also along the eastern coast, these snakes in their largest form occupy large syrinx shells, using it as a defense to protect their fragile lower bodies. They can give a nasty bite but are more likely to hide inside their shell to evade predators.

Shield Python - Located inland from the eastern coast, this python sports what seems like a round abnormality on its tail. It is used firstly to trap the sun's heat to aid digestion and secondly as a defensive structure against opponents. This snake grows to more than twelve feet long and can bash an opponent to unconsciousness with the shield while it squeezes and suffocates its victim. If the snake is slain, its shield can be cut clear of the snake's body and adapted for use.


Whip Monitor - Located on the eastern coast, this long monitor, 7 feet long, has a sail-like fin running along its back. The spines are sharp and help it defend against predators. The lizards tail is long and thin with a flexible end. It is used as a whip, making loud cracking sounds to intimidate enemies and attract mates.

Grey Velox - Located in the mountains of the island and the western coast, this large wolf-like animal, is both very agile and can reach very quick speeds. It has a grey-blue coat with a white mane under its head, peppered with black and sable patches. It had one blue and one brown eye. It hunts in packs of no more than two. It is known also for its intelligence and keen senses. They are one of the few predators who can hunt bronze boar.

Bronze boar - These boars are formidable game for hunters. Residing in the mountains and western coast behind Ivorian, they are noted for their fur and tusks being of the color and consistency of bronze. Arrows and spears easily deflect off from its body. Only a few weak spots allow hunters to kill this game - the underside, the eyes and nose. The bronze boar develops a patina as it ages.

Ivorian Rhino - 'Island dwarfism' is responsible for the tiny rhino that is only 4 feet long. Despite its size, it is solid and packs a punch if it decides to charge. It has thick skin that acts as an armor, protecting it from predators, though this has not prevented it from being killed often. As a result, it is quite rare and only found in the mountains and often ventures to the western coast.

Ivorian Auroch - Domesticated Auroch occupy areas close to Ivorian. The differences with regular cattle is their milk is of distinct flavor thanks to their diet of thyme which cover grazing areas. The other difference is that bulls have two pairs of horns, a pair on either side of its cheek and a pair on its head. Finally they are quite large, some weighing 1500lbs or 700kg.

Quadriga Horse - These horses are found all over the island around Ivorian in their domesticated form. Prior to domestication, these horses once lived in herds of at least seven where they develop a link of minds. Now domesticated, these horses are ideal for use in chariots - their linked minds making them move in near perfect unison.


Fauna around the seas north of Ivorian

Mist Serpent - An ethereal snake that only comes out in misty conditions in the sea around the island. This snake kills by suffocation, using its ability to manipulate air pressure to create a 'squeeze'. They are incredibly slow and can be evaded. They can be killed only by heat.


Rainbow Sea Snake - This snake is notable for its iridescent scales used to dazzle prey. Incredibly quick in water and armed with a venomous bite, one would need nets and skill to catch these live. The scales fetch a modest price at any market.


Rock Turtle - These enormous turtles have a shell that looks similar to a large rock. Swimming in schools, they float about to encourage all kinds of animals to sit on its shell. It will sink into the water and using its razor sharp beak to kill its prey. Schools of these turtles, disguised as rocks, alarm venturing ships. The turtles then herd these ships toward real rocks, causing the ships to be wrecked and the turtles to feast on the survivors.


Torpedo fish - These foot long fish swim in schools and enjoy timber as part of their diet. Upon seeing a ship, they will torpedo toward the underside at high speed, teeth agape, creating dents and will eventually breach the hull after some time. They then proceed to feed on the ship itself.


Storm Shrike - These enormous bright blue birds are masters of manipulating air currents to cause storms. They typically operate in the seas north of Ivorian. Their aim is to use the storms to round up schools of fish who are influenced by weather patterns and feed on them. This bird is a bane to those who travel by sea.

Ready to be added to KB - images pending.

Area of Etzos, Rharne, Cahryst, Volanta - The Unabor Forest


In the ancient times of Idalos, an ancient seed called Unabor lay deep below the sea between east and west Idalos. Where this dormant seed came from is unknown but at some point it began to grow. First, it sent out four tendril-like roots in all directions, so that it would find dry land. These roots divided over and over to become millions of searching 'fingers' that expanded outward in a growing circle.


Soon the Unabor, sensing the limit of its power, ceased the tendrils for expanding any further. The tendrils were raised to come forth from the soils and up to the skies into many trees, some of which grey on Western Idalos and the rest on Eastern Idalos. This is how the Forest of Unabor came to be.


The effort to create the vast, multi-continental forest was more than the Unibor could bear. It gathered its remaining strength to creating five entities to govern the forest independently. These became known as the Five Hearts of Unabor. Ywyngyll the Old, Scyn the Intolerant, Eurin the Resolute, Maguon the Benevolent and finally, Lorne the Pioneer.

The Forest of Unabor is not a typical forest. The roots of the trees are connected in some way back to one entity. Many have tried to trace the roots back to its source, deep below the sea, and have failed and so the location of Unabor is unknown.

Unabor treats all of its trees as children, nurturing and protecting them. The Unabor will often move the forest about, although this is not exactly accurate in what it does. It will partially transfer some of the trees energy, leading them to wither, known as ‘dieback’, while providing other trees energy to grow. This transformation can be slow or rapid. The trees often grow rapidly to seek better water sources, to evade fire, to block and even kill anything that provides great threat to the forest. The Unabor will not tolerate large areas being cut down, but will allow modest amounts. Some races have a special treaty where the forest has been provided with diverted rivers, in exchange for its wood.

Climate: A large band of similar climactic conditions occur a Etzos, Rharne and Cahryst and many miles in all directions. These areas have four distinct seasons, from mild summers, a colourful autumn, a cool but not freezing winter and a warm, busy spring. Ocean winds through the middle of Idalos are a factor in influencing this climate.


Introduction: Unabor controls all plants and can influence the habits of the creatures that dwell in its forests. Coniferous forests dominate the northern areas of the Unabor where it snows often, while more temperate evergreen and deciduous forests comprising of oak, maple and lime trees grow in the central and southern areas of the forest. Small patches of grasslands do find their way where the Unabor tree line has receded due to dieback.

The Five Hearts of Unabor: The Unabor itself has little energy to govern the entire forest and thus created the Five Hearts to govern each section of its forest. Each Heart is strong in their own way but they all work to a different beat. These trees are able to move, but do this only when necessary by growing and wilting their branches and roots. These trees contain vast root systems that communicate to the forest in these areas. They each have unique personalities.

1. Ywyngyll (ye-win-gil) the Old: Located west of Rharne, the Ywyngyll is a yew tree and the oldest of the Five. Her branches are gnarled, knotty and twisted. She grows and withers her branches slowly. She manipulates her branches to ‘groan’ into words to be interpreted by almost any race she chooses to communicate to. She is known for her expansive knowledge and cleverness and as such, she has been trusted by the Unabor with even information from Unabor itself. With so much knowledge, her words are often too cryptic to be easily understood and on top of that, she is often unwilling to help those on their quests – for their short lives seem pointless to her.

2. Scyn (Sine) the Intolerant: Located between Cahyrst and Korlasir, the Scyn is an ancient sequoia of enormous proportions. Unlike the other Hearts, this tree rarely moves. This has meant that it has concentrated most of its energy to becoming larger and its roots stronger and more concentrated, allowing it to be the most adept at manipulating the growth and dieback of its forests. The Scyn is obsessed with the protection and expansion of the Unabor forest. It does not like any creatures, nor does it try to ‘talk’ to them, like the other trees. Thus no living thing lives many miles from its base and most of the plants in this dark forest will kill any creature that enters. It sees all non-plant like life as being parasitic and is therefore ‘below’ the forest, often at disagreement with the others.


3. Eurin (You-Rin) the Resolute: The Eurin is an old pine that lives to the north of the Unabor, where most trees are firs, pine and spruce trees. She is simple, strong-willed and a survivor. She is taller than all other conifers and she will move only occasionally. She is known to provide shelter to those that need it in times of freezing snow storms and heal those that are injured. She provides simple advice to passerby’s but not with the same depth as Ywyngyll.


4. Maguon (Ma-Gwon) the Benevolent : Located south of Cahyrst and Korlasir, this great oak tree is determined to aid and protect the flora and more importantly, the fauna, much to the chagrin of Scyn. Maguon and Scyn are often at conflict and their control of the forests are often in direct opposition. Unlike the dark forest surrounding Scyn, the southern forest protected by Maguon is inviting, with plentiful food and shelter for all creatures. The Maguon is known to bestow its best woods and other important treasures to those that have served to protect the forest from ruin.


5. Lorne (Lorn) the Pioneer: Lorne is not a tree but a creeping fig. It is the only one of the Five Hearts to occupy Western Idalos during and thus became known as Lorne the Pioneer. Lorne is curious and fascinated with the land beyond the horizon. She has a desire to expand its forests into the unknown, despite the frustration of being held back by Unabor's limited strength. She aids travelers who enter her forests and treasures any of their tales of the lands beyond. However, she is quick to turn on those that significantly harm the forest.

Unabor Moss: Green and lush, these rootless evergreen plants are the carpet of the forest and what is not known by many – is that it is the ‘skin’ of the Unabor. The Unabor feels the presence of those that walk upon the moss. If the Unabor wishes, it can provide healing to those that lay dying on the moss – but only to those who are worthy to the Unabor. Often, ‘worthiness’ to the Unabor is measured by actively protecting the forest itself.

Ywnyngyll’s Yew: The forest under Ywnyngyll comprises of mostly yew trees of which are mostly ancient. Their wood is excellent for the crafting of bows due it its supply, elastic properties. These yew trees are all constantly in motion, groaning and creaking as they move.

Scyn’s Gnarl: The forest under Scyn comprises of the Gnarl, a tree that is made of thick, vine like roots that rear up into large trunk and then extend outwards in a thick, impenetrable canopy. Little survives the darkness below…

Iron Coffin: This sub-species of gnarl trees are specially infused with a heavy dose of magnetic particles from Scyn. These trees, though few in number, have the ability to crush metal. Those that wear metal armor will find a quick death if they enter the forest of Scyn.

Eurin's Fir, Spruce, Cedar and Pine: These evergreens dominate the forest of Eurin due to their natural protections against freezing temperatures.

Maguon's Oak: Several species of this oak make up the forest of Maguon. The acorn, crushed and consumed give a wide array of positive benefits from healing, to energy boosts, to increases in strength and speed. The timber is excellent for the construction of ships, buildings, furniture and of course, barrels for wine and whiskey.

Ion Tree: This sub-species of oak trees are specially infused with magnetic particles by Maguon. Those that attempt to cut it down will find their axe fused to the trunk. The same magnetism is so subtle it can be used to lead metal armored people and their horses off course, often to save their lives.

Lorne's Strangler Fig: This strangler fig is in fact a tree. It can grow over fifty metres high and relies on winding about other trees trunks to reach the canopy above and beyond. It's dark purple fruit is edible and its bark can be boiled. The steam can cure minor sicknesses like fever and stomach cramps.

White Pulp Fungi: The white pulp fungi can be enormous. It grows larger and larger until it explodes, spreading millions of spores in all directions. These spores can travel enormous distances however it grows optimally in areas with very little light – ideally below Scyn’s forest.

Garrote Vine: Living in the darkness of Scyn's forest, this vine uses phosphorescent lights to lure creatures into a tunnel of vines. The Garrote vine suddenly closes, strangling the creature within. It uses anti-coagulants to bleed the creature to be consumed immediately followed by slowly rending the carcass into a fine paste to be consumed over time.

Weavewood Tree: A fairly large, exotic-looking flowering tree, with hundreds of thin, spreading, vine-like branches that are cyclic with different colored flowers that can be pressed for dye. Also, the long, twig-like branches are a natural for weaving, and the tree often weaves spontaneous wall-like obstacles in the wild. This is not done with any aggressive intent. The tree does not "attack" people.

Tanwood Tree: The most common commercially used wood on Idalos. Light in color, resistant to insects and weather, it is the standard for furniture and construction.

Scentwood Tree: As the name indicates, it a tree that provides a pleasantly perfumed wood for most standard interior uses. It not as common as Tanwood, nor as hearty, and costs basically twice as much. Comes in both light and dark color, depending on the region grown. Tends to get darker further north.

Cambria Tree: Both fragrant and richly grained, this is the premium furniture wood. Also used for highlights and interior molding due to its perpetually polished look. Shavings left over from carpentry are usually boiled and pressed to collect an expensive polishing oil. Mostly found in areas bordering jungles.

Smiling Blue Runner: located in Lorne's forest, this low, ground cover ivy bears a small, blue fruit. The fruit is edible, but foul tasting. It's primary use is to make a fine dye. People can survive on it, but usually return to civilization with blue teeth.

Fist Nut: This tree bears a nut that defines the name. These nuts must not be eaten or cracked before being subjected to pressure steaming. The internal pressure created by this process forces a powerful binder/reagent out through its shell, between the "fingers". Once there is no more fluid to collect on the outer shell, the nut can eaten, or stored for later use. It has a sweet flavor, often used in dessert pastries. If eaten before this process is complete, it can cause many types of clotting or clogging problems in the body.

Scrape Leaf Bramble: this vine lacks the thorns often found on such growth, but is still unpleasant to pass through. This is due to the abrasive surface of the leaves which grow on it. However, many crafters have found that when dried, these leaves can be used to rub raw surfaces and smooth them down like sandpaper.


Acid Slug: Dwelling throughout Unibor's dark forested areas such as Scyn's forest, this slug is one of many large creatures that roam the dark forest. It feeds on moss, fungi and even carrion. If in danger of its being attacked, it will roll in a ball and create an unpleasant smelling acid that coats its body.

Sicklepede: Living throughout the Unabor, the legs of these 10 feet long myriapods are razor sharp yellow 'sickles' that cleave the ground and trees as they move. They can also cut apart predators that pose a threat. if killed, the legs can be used for weaponry and tools.

Bird of Riches:Sighted in Korlasir as well as Etzos, this rare bird has silver and gold metallic feathers that glitter in the sun, a clear diamond-like beak and golden eyes. They live in caves rich with minerals and they feed exclusively on gold. Rarely do they emerge in the forest, but if tracked, one can be led to riches beyond imagining.

Scython (Sigh-Thon): Prowling about the Unabor on Western and Eastern Idalos, the Scython is a large cat creature and is often called the King of Unibor. It grows up to 500kg (1102lbs) and is likened to the size of a horse. Its coloring ranges from buff to yellowish, reddish or dark brown. Its teeth consist of two large canine and the rest of its teeth are serrated. They are used to tear away large chunks of its prey in order to bleed them to death. They hunt in packs, preying mainly on unicorn rhinos. An unusual characteristic of these great predators is that they often horde trophies of their prey in their tree hollow lairs, be it from the horns of the unicorn rhino to the armor and weapons of brave warriors.

Unicorn Rhino: These large shrub feeding herbivores can reach 7 foot high (2.1m) and 13 feet long (4.0m) and some can weigh up to 1600kg. They dwell in the south eastern and south western forest areas and are known primarily for their straight, foot-long, horn that protrudes from the top of their skull. The horn is extremely sharp and durable - capable of easily driving itself into timber, or the bodies of predators that make the mistake of attacking them. If killed, the horn can be claimed by a difficult and arduous process of separating it from the skull. The effort is worth it though - for the horn can be used for weaponry and armor.

Canopy Anvil: Like a large armadillo, the anvil dwells in tree tops of the northern eastern Idalos and north western Idalos forested areas. It will sit for long periods of time in the tall canopies of a tree and use its keen eyes to spot a victim walking below. Anvils can time their decent perfectly: leaping from the canopy as the victim approaches the drop zone. The anvil rolls in a ball to expose its back made up of overlapping scales that are curved in such a way to absorb the impending collision. The anvil will then strike the victim and often kill it instantly with sheer blunt force. If it misses, the ground may not be able to absorb the impact like its victim and this could kill the anvil. The anvil has teeth that is used to feed upon the victim, consuming huge amounts before lumbering back up the tree.

Destiar: This elusive horse has been seen throughout the Unibor. It is said that the horse appears to recent heroes and cowards alike after a great test of their will. Those who have crumpled under adversity and mount this horse will sink into it and the cloak will wrap about and suffocate the rider to death. But those that are indeed worthy, whom have fought hard, are served loyally by this horse 'til death. The destiar is known for its glowing white, wispy mane and tail; and its ethereal 'cloak', shrouding its bodies and covering its eyes. The blindfold does not seem to inhibit the horse's vision but is said to aid the horse's impartiality when judging. The shroud acts like wings that flutters about when it runs and also reduce its weight, allowing it to gallop at great speeds.

Mornis: The mornis is an enormous flightless bird at 10 feet tall and weights up to half a tonne. It roams about most of the southern, eastern and central Unabor forests. It has a powerful beak that can easily snap branches from tree tops to access fruits. Its beak as well as its sharp claws can be used to ward away any predators that attack it. The feathers of this bird are thin with an ochraceous brown color. If collected, these can be used to make fine quills.

The Tropical Rainforests and Jungles of Idalos

The tropical rainforest of Idalos consist of the area around Rhakros, the southern tip of Western Idalos, the area around Athart, the southern tip of Eastern Idalos, and the many islands nearby that share this climate biome. Millions of species occur in this small area with diversity unequaled by anywhere else in Idalos. Only a few notable species will be discussed here.


The tropical rainforests of equatorial Idalos can be summarized in two words: hot and wet. There is no dry season – or any week that does not have rainfall. There is no distinct Saun or Cylus period. Temperatures and precipitation are constantly high. Mist is prevalent during the mornings with more than half of the evaporated water used for precipitation.

These tropical areas consist of:

  • Rainforest: This section of tropical rainforest is dominated by enormous evergreen, broadleaf trees. These consist of a tall emergent trees, a dense canopy, a loose understory where many animals make home and a dark rainforest floor, where only fungi and insects dwell.
  • Jungle: Occurring at the borders of rainforest and along riverbeds, jungle is an impenetrable wall of tangled vegetation that must be cut away to pass through.
  • Blackwater Swamps: Large pools of stagnant water form from constant rain to become swamps. The mixture of dead foliage that does not fully decompose in the saturated water leads to a thick mud. Walking through these swamps is treacherous, with some pockets having similar properties to quicksand.


Sky Reacher: Sky reachers are tall emergent trees with wide umbrella-like canopies, buttressed by large spines that protrude from the trunk. Pendulous pods droop from the ends of branches and will regularly burst open to reveal white flowers. Their leaves are broad-shaped, taking most of the light and leaving little to the forest below.

Canopy trees: There are many species of trees in the rainforest, but seldom are the same species found close together. They are responsible for absorbing most light for the rainforest.

Vines: Thousands of species of vines, such as the strangler tree, begin as small shrubs, sending out tentrils to grab small saplings. When the sapling begins to grow into a tree, they rise upward together, exposing the vine to light. Cutting these vines at an angle, as high as possible, to obtain fresh, sweet water.

Tickle-leaf Ivy: Originally found in jungle areas, it is adaptable to temperate forest zones. A few cuttings were brought north by Cauldron members, due to its chemistry applications. The leaves have tiny filaments that can be used to filter out desired elements from steam. When a resource is boiled, if the steam is passed through a mass of these filaments, they absorb only the water, leaving a largely undiluted source of whatever material was being gleaned from the steam. Progress has to be carefully monitored, however, as the filaments expand with absorption and will soon clog the passage, preventing further collection.

Strangler Tree: These tall canopy tree grow to tall heights to match the sky reacher. In order to reach the canopy, these trees begin their life, fused to a sky reacher. Thin roots intertwine around the sky reacher trunk toward the ground to leach nutrients from the sky reacher’s soil. The trunk is squeezed and the flow of nutrients intended for the sky reacher is taken by the strangler tree. Eventually the host tree dies and the strangler tree, now mature, stands on its own. Only a hollow centre remains of the dead sky reacher. The strangler bears a sweet yellow fruit and is depended on by many animals.

Snakefruit Tree: Located in the northern parts of the continent, this is a tree with many similarities to a Madrona tree; trunks that do not stay straight for long before either branching into multiple directions or winding into random twists, smooth bark that peels with no effort, leaves that start flat, but roll up like cigars. But is not the snaking character of the branches that gives the tree its name. it is the fruit which grows at points where branches or trunks break into three or more separate arms.

These are the spots where the flower buds grow. Naturally, there are more in the upper portion of the tree than below, but there are usually several coils of fruit available within easy reach of the ground. And the tree is usually quite easy to climb as well.

The fruit grows long, and winds about the branch or trunk, much like a snake, as it ripens. There are also real snakes to watch for, that often lurk among the coils of fruit, but they are not that difficult to tell from the fruit. They are not nearly so short and thick, and have that scaly look. But by the time inexperienced pickers mark the difference, they are already within striking difference of the reptile.

The fruit itself is quite nutritious, providing both vitamins and fiber. The skin is easily peeled, coming off in segments, and is fleshy with a natural dye medium that can be squeezed out. There is then a layer of long, entwined hairs that are used to weave silk by Athartian artisans.

Monster Bamboo: Growing in patches, this rapid growing grass provides shelter for animals. Their trunk is wider than a normal sized bamboo shoot – being half a foot in diameter and fifty feet high. Split open, some chambers contain fresh water, and others contain an edible pulp similar to coconut flesh. They can be cut into strands and used for shelters, traps and spears.

Watercup: Fresh, parasite free water can be obtained from the flowers of these shrubs, shaped like cups with a distinct handle. These catch rainwater and infuse it with a bacteria-killing, sweet nectar that attracts insects. The slippery sides of the flower cause insects to fall in for the plant to consume.

Weavewood Tree: A fairly large, exotic-looking flowering tree, with hundreds of thin, spreading, vine-like branches that are cyclic with different colored flowers that can be pressed for dye. Also, the long, twig-like branches are a natural for weaving, and the tree often weaves spontaneous wall-like obstacles in the wild. This is not done with any aggressive intent. The tree does not "attack" people.

Fungi: Fungi have an important role in the rainforest by breaking down plant matter on the forest floor. Though some fungi are edible, it is unwise to consume any fungi as it is far too difficult to discern which fungi are safe to eat. Some species of fungi are so deadly that they can kill in minutes.

Ghost Mushroom: Characterized by their mournful eyes and gaping mouth that are part of the cap structure, these mushrooms blanket entire rainforest floors. Ghost mushrooms contribute to the decay of the forest floor whether it be plant and animal matter. They are poisonous if eaten.


Parasites: The bane of the rainforest – parasites such as mosquitoes, ticks, lice, spread a multitude of disease from which one is advised to do all that is possible to protect oneself from.

Giant leach: These large leaches have the ability to latch onto their victims without it being felt. They also employ camouflage to continue to remain undetected. The leach waits on branches and leaves in swampy areas, attaching itself to a victim to suck their blood. Its saliva has anesthetic properties. Removing the leach before it has finished feeding can cause infection.

Jungle Rat: Larger than a hare, these rats drool white mucus heavily at the mouth, are carriers of several diseases, including rabies. They often live in the thick jungle and swamp areas. They are prone to biting in self-defense, transferring a multitude of life threatening diseases – so beware!

Grey Therion: These enormous herbivores live at the blackwater swamps and grow up to 3 metres tall at the shoulder and five metres in length and can weigh up to 6000kg. Two thick horns rise above the nose and two smaller horns below the jaw are used for protection from predators. Their skin is made up of thick armor like skin for further protection.

Colossus Eel: This slimy eel lurks in the swamps and are large in size, growing up to fifty feet long. It feeds upon young king crocodiles and can even attempt a young therion. When they bite, a second set of teeth in their mouth are used to secure and then draw the prey into the mouth. Finally, their hundreds of teeth contain a toxin that infuses a relaxant into the victim before swallowing the prey whole.

Light Owl: These small owls live in the dark undergrowth of the rainforest. They have phosphorescent feathers that light up entire areas. One feather collected can light a campsite or a room for a few weeks before beginning to dim. They are difficult at being caught due to their quick reflexes. However, their feathers fall from their wings often and it is commonplace to find them on the rainforest floor.

Gliding Python: These bright green snakes live at the tops of tree canopies. Projecting itself from a branch, they are able to spread itself flat and glide along the air. It can maneuver itself to fall upon monkeys and other animals, rapidly coiling themselves around and squeezing the victim to death.

Thunder Ocelot: This large ocelot has the ability to leap upon prey faster than the eye can register. A loud cracking thunder resounds from the movement, followed by a cloud of air, all caused by the breaking of the sound barrier. This final movement spanning only a few meters, takes so much effort from the ocelot, that the creature can barely hobble let alone climb a tree afterward. The bite of this ocelot, due to the speed of its attack, is precisely aimed to the skull of the victim. It is so powerful that its teeth can penetrate the skull and deliver a fatal wound to the brain.

King Crocodile: These crocodiles mostly dwell in swamp areas. They can grow to 29 feet (9 metres) long. It has thick armor plates over its body, a very large head with rows of large teeth. They are capable of explosive speed in the water and almost as fast on land. Their sharp teeth are suited at seizing and gripping, dragging victims into water to drown. Death rolling is used to tear the prey into pieces small enough to be swallowed whole. Their bite has more force than even the thunder ocelot and can crush a therion skull between its jaws.

Apes: There are hundreds of different species of monkey and most of live in the forest canopy. They range from a few inches in length to several metres – the infamous Gorn.

Gorn: Almost ten feet high (3 metres) and weighing up to 1200 pounds (540kg), the Gorn is a large ape that walks on all fours and feeds upon mostly bamboo. They are large enough to keep the thunder jaguar in check, though their young are vulnerable. They have long brown hair, though there is a low percentage strain of white morph.

Southern Idalos

Climate: Southern Idalos experience a wide range of climates ranging from sub-tropical climate on the north, central continental climates in middle and tundra, sub-polar and polar climates to the south. Mountain ranges somewhat shield the rest of the continent from the south pole's wintry embrace. Although despite this, the continental center often experiences below freezing Cylus. The northern fringes of the continent find pockets of sub-tropical zones characterized hot humid summers and mild to cool winters. Throughout the continent, micro climates, caused by ocean winds, do some work too to keep hot summers warm, and cold winters cool.

Ara the Lake Spirit

There is a lake in Southern Idalos that is revered by the Sevry’n. Around the perimeter of the lake, the willow trees, “Suil”, dip their branches into the waters like a wall of leaves and branches. Certain sections of this leafy wall are open, like doors to the lake, allowing one to enter.

The lake is ordinary in size. However, its depth is not only unmatched, but it is believed, to be bottomless. Measurements were taken by Vlarn Moragan, an Eidisi, who in pursuit of knowledge of the far reaches of Idalos, was fascinated by the composition of the lake. A ring of lead was secured to a rope and lowered into the lake until they had reached the end of the full mile of rope without having touched the bottom. When the experiment was recommenced once further rope was obtained, the fifteen miles reached the same result. Dividing the rope into three thinner parts was done to produce a forty five mile rope and still, the bottom was not reached. Having exhausted all resources, Vlarn spent the rest of his coin on a ship back to Viden, empty handed and spent the rest of his days organizing a further expedition, until he was bankrupt and died a pauper. Further attempts lead to the same result and it was thus concluded that the lake was of depth infinium or so deep as to be frivolous to measure.

Perhaps they were all deceived. For the lake was not ordinary. The Sevry’n believed that the lake was a spirit, named Ara. To outsiders, Ara is shrouded in mystery, often scoffed at by the ignorant, mused at by the wise. The curtain of the willows slide open for the worthy, closed for the unworthy. Giant lilies glide over the glassy surface to transport Sevry’n groups. Water will lap in contentment, bubble in irritation, and explode in fountains of anger. Yet, little more than the odd occurrence here and there elude to the existence of Ara – the spirit of the Lake. Yet, to the Sevry’n there is no doubt to her existence.

The Sevry’n are the caretakers of the lake. It was a responsibility that was not given to them, but rose out of necessity. The lake is the lifeblood of all of the land that the Sevry’n live on. An entire ecosystem hinges on the water that the lake provides and the Sevry’n are acutely aware that in the event the lake dries up, the tower of which plants and creatures balance, will tumble down to meet a quick end.

Southern flora

Lake Ara:

Suil: This type of willow tree occurs nearby Lake Ara. The tree droops its branches and leaves into the lakes and some can grow many meters into the water. The trees act as the lake's ‘fortifications’, providing a thick wall to prevent any who are not worthy to approach the lake. The leaves will part to make openings. The branches and leaves are so extremely elastic that cutting is almost impossible. The branches that are separated often meld together if left next to each other, or divide to grow into two trees. These trees are difficult to burn. No use has been found with these sacred trees.

Gargantuan Lilly:
These lilies are unusually enormous ranging from mere feet to forty feet in diameter. The edges of the lilies are folded up to allow the weight of several creatures, or Sevry’n, to walk and sit on the leaf as it floats about the lake. The stem of the lilly, runs deep into the water and thought to be connected, ultimately to Ara herself.

Snow Tussock: This grass cover the majority of dormant volcanos that string along the bottom of Southern Idalos. They are able to withstand the freezing winds. A variety of herbivores rely on this grass for sustenance.

Stunted Beech: Planted in warmer climates, this tree can grow to magnificent sizes – but in its native southern alpine environment, this tree’s grows to the size of a small shrub. Many of these trees have lived for thousands of years. The stunted beech provides wood of high density. However axes easily blunt in cutting it down and the wood is very difficult to work. Very fine weapons and tools can be made from this wood.

Sheep Plant: This plant can cover many square miles of snow capped volcanos with its woolen cushion like appearance. Its shape protects itself from the weight of snow and the worst of the winds by growing close to the ground. The very light grey color enables it to reflect the sun’s rays during the hot seasons.

The Mud Grinder: There is a strange creature in the mud pits of those areas of volcanic activity found on the southern continent of Idalos. Those of extensive and mystic learning have pondered the possibility that it could be related to the entity known as the "Crush Vine Strangler" found only in the Misty Miasma. or that these Stranglers were, originally a "Mud Grinder". This is because it, like the Strangler, seems to be both a plant and an animal.

In spots on the edge of a mud pit containing a "Grinder", there will be a stout bush, formed partially of sturdy tendrils of wood akin to a Vine Maple. When a person gets close enough to the edge, the vines will push him into the pit. Not only is submersion in hot mud a horrifying prospect, but even worse is the sudden muddy whirlpool that opens under the teetering victim. The poor fellow falls in and the whirlpool closes up on him and he is never seen again; although his clothes could be found floating on the surface of the mud pit after twenty or thirty trials.

The term "Grinder" comes from the manner in which the meal must be pulverized by grout in the creatures gut, much like the system many birds employ. This grout is, of course, the mud that accompanies the victim into the creatures maw, which is used to grind the victim up for easier digestion. It is believed that the submerged portion of this animal is like a large constrictor, yet far wider and shorter. What it unknown is whether the plant that aids it is actually a part of the thing, or if it receives some kind of impulse signal to spring out and slam into the victim to send him in.

There is clearly some sort of symbiotic relationship, because the digesting remains appear to greatly nourish the plant as well as the beast. There has also been a rise in the belief that the adrenaline fueling drug gained from these same mud pits, at certain times, may somehow be a result of the heart-racing panic of the many victims, infused into the mud which is regurgitated, time and again, back into the pit afterwards.

Salt Buoy: There is bulbous feature of a certain type of kelp in southern waters that is a marker for both potential salvation or death. It is called the "Salt Buoy" because its primary feature is a natural filtration in its flesh that pulls the harmful salt from the surrounding water, leaving the bulb full of fresh water. A secondary benefit is that the flesh can then be dried and processed to extract these high levels of salt for its many beneficial uses. Both of these elements have been needed frequently on extended sea voyages and some diversions off course have been to obtain a "flotilla" of these marine plants.

The reason for possible danger is that some tribes of Mer have realized that humans frequently seek this item out while sailing the seas; and there have been a growing number of tales of traps, ambushes and poisonings related to this species of kelp. Now, of course, sailors have a knack for exaggeration, and many people in dire castaway situations hope for the best when sighting floating objects. But there was one reliably documented case of such a man paddling towards what he believed was a flotilla, only to find that it was human heads.

Thyme Tree: The abundance of nutrients, the absence of herbivores, the humid climate and cool temperatures has led to the evolution of this large ‘megaherb’ which is endemic to the northern areas of Southern Idalos.

Fly Argaric: A white gilled and white spotted on deep red cap offers a supply of entheogens, a hallucinogenic substance, useful for shamanic purposes. These are predominant in the central areas of the continent.

Southern Fauna

Omul: Large fish that are native to Ara. These fish grow up to thirty feet long and are seen to swim about the lilies. They do not let themselves be caught, diving deep into the lake and so they are not eaten. Their relationship to the lake and surrounding area is unknown.

The Shark Scout: Southern waters are full of hazards, some exotic, some humanoid, some common. One of the common hazards is sharks. One of the exotic is a small fish called the Shark Scout. As one can guess, the two types of creatures operate in conjunction with one another. But on any given morning, the scouts will not be near the sharks, as evolution his infused the little spiny fish with an instinctive knowledge that larger fish - or anything else, for that matter - avoid sharks.

What the scouts do is locate a likely target, swim up and jab it a few times with the spines in their fins. The spines contain a toxin that quickly and severely thins the blood. this not only makes the target become a much weaker and slower swimmer, but it also ensures that the target will keep bleeding from the pin-prick wounds, thereby leaving a trail in the water for the sharks to follow to an easy meal.

The scouts are content to wait for the sharks, notoriously sloppy eaters, to leave bits of meat spraying and floating around amid their frenzy, for them to feed on. The sharks themselves also have an evolutionary understanding not to eat the little scout fish. A nice shared feast for all. The toxin in the spines of the Shark Scout are routinely employed as a poison to weaken foes and make their wounds slow to heal. The Naerikk are particularly fond of this tool, and it is one of the first poisons a naer chemist is likely to learn. They call it "Red Tide" and do not generally offer it for sale.

Prismanther: This feline is gifted with a thick coat of tiny, clear, tubular tendrils rather than fur. They catch the light and color of the surrounding flora, rendering the creature nearly invisible if it stays motionless. A good wind will betray its presence if someone is looking for it, as there will be an odd patch of fluttering color that can't otherwise be accounted for.

In every other regard this is like any other jungle cat; carnivorous, territorial, agile and ferocious. Strangely, the hide does not work well or take curing very effectively. It can be made into functional items that do not need to last long; boot laces, belts, pouches and such. But crafters do make good use of the tendrils, shaving them from the hide and working them in countless artistic ways.

They possess no mystic power, or bestow any sort of stealth ability, though a person wearing a coat woven of them could gain a considerable edge in moving unseen. But most frequently, that are woven into personal items to wear as trophies, proof of a skilled hunter. Of course, the teeth serve well in this capacity as well.

Raverious: Stalking the areas of sub-tropical north of Southern Idalos, this large, flightless bird that stands six foot and five inches (two meters) and sports curved claws and a hooked beak. This bird chases herbivores of various sizes and uses its beak and claw to trip its prey to swipe at the creatures neck.

Sigh: Seen only fleetingly in the central areas of the continent, this black bird is a master of silence. Even at its large size of four meter wingspan, the features are perfect proportion to minimize friction in the wind and allow the bird to prey at both night and day. Though very difficult to hear and often to see, the bird has successfully been domesticated and ridden. Often it is used for the purposes of entering enemy fortresses and encampments to perform assassinations, sabotage and other forms of tactical espionage.

Vice Jaw: Lumbering its way in the alpine areas of Southern Idalos, this grey haired marsupial is notable for its disproportionately massive jaw. They range from six feet to eight feet (1.8m to 2.4m) from nose to tail and its shoulders are two feet (0.6m) high. The jaw itself is a little under two feet (0.5m) from the back of the jaw to the nose. The jaw operates on several bones that click into place like gears, locking at increments of pressure that is exerted. The vice jaw takes time to slowly clamp its jaws down on something, but if given enough time for the jaws to have purchase on its target, the jaw is capable to crush branches or bone in half. It has even been seen to crush rock. This marsupial is a herbivore and uses its extraordinary jaw to hunt for grubs in Stunted Beech trees.


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