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"A song in your heart
A story to share
A dance trapped inside
An inexpressible vision
An insatiable soul
May lead you here."

Inscribed on steps of Paldan Conservatory

Book of Flora

From the towering cloud-shrouded Açul'ar of the Vast Untamed to the smallest Faeri asters of Vulmura, there is a wide variety of flora on the World of Teréth End.  Study of Teréth End flora may be accomplished taxonomically or geographically.  Because a geographic study will allow the researcher to find a desired species faster, that is the categorization that will be used here.  Each entry within a region is presented with its Elve name (used by many botanists in and beyond Dekàlas) and more commonly used references.

Flora of Lyrast

Sarkum - (vellur decumar'a; dread-orchid) In the windswept steppes beyond Tiki Ikittir grows a single flower revered long by the Elve and the unknowable Ikirikirittik, called the Sarkum.  The exact location of the flower is unknown to most but over the centuries returning adventurers from the frozen wastes of northern Lyrast have claimed finding the yellow flower.  The flower is believed to blossom on the night when all of the moons are full.  If the flower's tongue is taken before the petals wilt at dawn the harvester has in his possession the most deadly poison known to Teréth End.

Flora of Tasserus

Almost every form of plant known to Teréth End is represented on the continent of Tassèrus.  From the southwestern rain forests of the Dreamlands and the Vast Untamed, to the eastern plains, and the northern Desert Kingdoms, most biomes may be found on the southern continent.

Perhaps most (in)famous of the Tesseri plants are the flowers of the Dreamlands, or more specifically the Blooms.  Throughout the year (more commonly in Spring) the flowers of the Dreamlands bloom, releasing clouds of hallucinogenic pollen into the air.  Under normal circumstances this has no effect, unless you're standing under a tree where the flowers are blooming, but from time to time, when the rain has subsided for a couple days and the wind is just right, the Blooms release these "dreaming winds" into the cities, causing havoc among the uninitiated.  Followers of Sudul attribute the Blooms to their god, and believe that staying indoors (when possible) and repeating the "waking prayer" will either spare them from the Dreaming, or dull the bite of Daggon's ethereal cohorts.

D&D:  Those repeating the Prayer of the Blossoms gain a bonus to their Will save (DC 15) equal to the base rank of their Religion (Sudul) skill.  The strength of some Blooms are very potent (DC 25).  People who are indoors gain an additional +4 (minus 1 for each additional hourly check) bonus to their Will saves.  Succumbing to the "Dreaming Winds" has a variety of effects.  Effect is determined by the character's save roll.  The amount the Will save was missed determines the effect.

1 Dream, pleasant thoughts and colors
2 Dream, pleasant thoughts and colors, unconcerned disorientation
3 Dream, absorbing daydream, character oblivious to real world
4 Dream, absorbing daydream, voices
5 Nightmare, disturbing dream, haunting voices
6 Nightmare, fearful dream, blinded by Fear (as spell, PHBp203)
7 Enlightenment, absorbing vivid dreams, possible portents, Nuthspeak
8 Nightmare, shadow creatures (PHBp249) of character's CR attacks
9 Nightmare, Will DC 10 success = as above, failure = temp. insanity
10 Dream, blissfully oblivious retreat (often erotic)
11 Nightmare, cannot sleep for 1d6 days (-2 to all mental attributes per day)
12 Nightmare, shadow creatures (PHBp249) of character's CR+1 attacks
13 Nightmare, Will DC 13 success = as above, failure = insanity
14 Nightmare, Will DC 15 success = feverish dreams, failure = insanity
15 Dream sight (character sees The Dream for 1d6 hours)
16 Nightmare, shadow creatures (PHBp249) of character's CR+2 attacks
17 Nightmare, Will DC 17 success = as above, failure = possession
18 Dream, powerful portent experience, possible conflicts involved
19 Dream quest (character cannot escape The Dream until quest fulfilled)
20 Nightmare, shadow creatures (PHBp249) of character's CR+3 attacks
21 Nightmare, Will DC 20 success = as above, failure = catalepsy
22 Dream bound (character bound inside The Dream)
23 Nightmare, shadow creatures (PHBp249) of character's CR+4 attacks
24 Screaming fits, Will DC 20 success = permanent insanity, failure = death
Example:  A strong Dreaming Wind of DC 20 blows through Zembra.  A faithful adherer of the faith sits in her house praying to Sudul to avoid the wind's effects.  Her base Religion (Sudul) skill is +4, and she's inside so she gains an additional +4.  Her Will save is +3 so her total save versus the Dreaming Wind is +11.  She rolls a 3 +11 = +14 which is 6 shy of success.  Despite her preparations, she falls into nightmare and is blinded by Fear, as per the spell.

Açul'ar - (na'asa lurendum; sky-pillars) A giant coniferous tree found in mountain valleys along the perimeter of the Vast Untamed.  The trees are well-known to natives of the region, and famous to botanists worldwide as the tallest trees in the world.  Natives of the area associate the trees with the "living spirit" of the region and believe that anyone who bring harm to the ancient giants brings doom to themselves and the people who survive by the grace of the nature spirits. Despite their size, the açul'ar are not believed to be the oldest plants; that is a distinction given to the dread Sarkum of Lyrast.

Nulmàranda (naulya elar'am; night lotus) - A deep violet lotus flower that grows along the banks of the Run Suluth, the night lotus is the source of a mild Etheria.  Eaters of the Nulmàranda must save versus Fortitude DC 10 or become drowzy and numb for 3d4 minutes.  Although not addictive, during the blooms of Nulmàranda hundreds of people may be found along the shores of the Run Suluth, staring bleary-eyed into the slowly moving currents.  The monastic order of the same name, adopted the flower for its perfect symmetry and balance of colors rather than its effects.

Flora of Terèthor

Etucu (landara morler'an; woody hill shrub) - A dwarfish woody bush that grows through the Moren Nodrul.  Etucu produces small black berries that are poisonous to eat, causing acute stomach pains and diarrhoea The twisting wooden branches create interesting grain designs which are popular among wood carvers (see Lavek).  (see Apothecary)

Fogorra (?; sage) - A small herb with purplish flowers.  Crushed leaves may cure ague and asthma.  Fresh leaves rubbed or packed inside the mouth insure healthy teeth and gums.  (see Apothecary)

Garâl (?; snowdrop) - A beautiful white flower believed to be an omen of death.  It is considered to be unlucky to bring Garâl into the home of someone who is ill.  No benefits are associated with the flower.  Garâl is mentioned in folklore from time to time when a person recovering from illness is brought a bouquet of wildflowers and suddenly takes a turn for the worst from which they don't recover.  (see Apothecary)

Ok (?; oak) - A tall hardwood found throughout most temperate forests of Eastern Teréthor.  Ok was called Hôk in Old Othic, and Mhôk in Late Dekàlan.


© 1995-2001, Dennis V. Stanley

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Ref. PHB (Player's Handbook), © Wizards of the Coast