Savasha, the Green Crescent Peninsula - The Hyanan Homeland Geographic Location in Aetheus | World Anvil

Savasha, the Green Crescent Peninsula - The Hyanan Homeland

SAVASHA, the Green Crescent Peninsula

  Believed to have been the original homeland of the Gnoll's, while their progenitor Hyana walked the world of Aetheus as a deity. Where the Orphanridge Mountains stand tall, and the Hunter Hills of the Reignar. The land of the Green Crescent, also known as Savasha, is home to many wandering herds of animals and predators that cross the savannah - with seasonal migrations of great birds that come from the east.   There are many wild creatures that call this place home, all once under the protection of the Surrogate Huntress. Dominated by grasses, in which the great herds parcel out the different strains between them and co-operate for the search of better water sources. Intense competition drives the birds and large animals to search for water in great migrations; each one changes seasonally depending on the rainfall. The region is also home to a great amount of Termites, a delicacy for the Gnoll's. The animals that try to cope in the heat, will often at times burrow. Others will wallow in the mud of the plains. Some of the creatures exploit the heat, with birds of prey soaring through the hot rising air, expending no energy, spending all the day soaring above with their keen eyes. Here in the wilds, the laws of the hunter are clear - gain a clean kill, take down the weak and slow, the sick and the old. This helps predators keep their main food source, the great animals, free from aging and disease, to maintain the health of the herds.  

GEOGRAPHY

The subcontinent of Savasha is surrounded by the waters of the Cimerus Sea, but is connected by a great land-bridge known as the Tridents Neck, connecting directly to the vibrant Pridelands of Aetha'Shar. One of the lands most noteworthy features are the dark green-brown mountains of the Orphanridge range, which billows across its range with a number of volcanoes - four in total.
From west to east, is Mount Ignaro, a steep-sided and cone-shaped composite volcano, known to be a fault-line that gives rise to occasional minor or devastating quakes. The highland rift-valley regions are known for its many fissures that open across the land.
Then the Mount Nyamongaro, the largest composite volcano of the subcontinent, with most believing that this was the volcano that formulated most of Vashara's land masses - but has since become extinct and its crater emptied and stands as the only dead volcano in the mountain range. Since its extinction long ago, its regions have slowly been overtaken by mountainous vegetation and its regions made pure, though some speculate that this was a gift from the Wildmother & Romeus.
Further eastward was the scorched black and ashen peak of the Black Orphan, the second largest volcano and the most active of the four. Most of the mountains surrounding it are barren and dried and blackened by the ash that had fallen and made its slopes, but has been known to be dusted by snow on its highest peaks.
The last and easternmost volcano, Scorchmount; home of the only volcanic lava lake remaining in a caldera that angrily sears with the seasonal black smoke. The ash travelling eastward into the mouth and isthmus into the Bolotani Bay.   The region is defined by its two great rivers, the Great Hylar River that tracks and eddies across the majority of the Vashara territories in the west, filled with black and red silt shores, quenching the thirst of all of Vashara's creatures. The second great river begins from the mountains, where the mouthpiece of the River Ississa travels the longest distance to the north and through the Tridents Neck - connecting the kingdoms of Ankh'hera and the Reignarate of the Gnolls. Moving to the cooler south of Aetha'Shar, the regions are filled with savanah plains and thick forests and nourishing jungles filled with all manner of beast, predator and monster.   To the warmer climes of the north, bordering Vashara and the Duat'tera Desert is the Chalcenar Bay, and its great isthmus watched over by the Gates of Azerion. The land that stretches across the isthmus and centre of the bay is the Paradiso Plains - a borderland to the Tridents Neck, dotted with great acacia, baobobs and thin mesquite trees, with small shady Bytter fruit trees that shelter baboons, monkeys, lizards and small colourful birds. Between the open sandy and earthy regions are the tall hardy arkas grass, ab'i grass and brushgrasses, and the prickly batches of cacti in rocky regions, that the herds of antelope, zebra, buffalo beasts graze upon. By the coastal beaches and small marshes are the tall fountain corals and whitened rocky pools. and flowering cacti. Also known for the prominence of lemon trees and carnivorous palms along the coastline. During the warm wet seasons, the great migratory herds and swarms of birds travel through this region to reach the Tridents Neck, and bring with them many predators. The most prominent threats are the harpies, vultures, ankhegs, Jeggi, hyena and lions - but in times of drought, the Great River is known to flood the region and give way to the dangers of crocodiles, wayward hippopotamus and the enigmatic wilora birds.   Following the Great Hylar River southward, the region becomes more green and thick with vegetation and jungle forest, to the Lungoyar Forest. The tall and shaded jungle is filled wtih vine-choked vegetation, great yellowwood, acacia trees while the deeper interior houses darkwood groves and bronzewood. Filled with numerous dangers, both beast and poisonous plants and vegetation. The trees are usually choked and wrapped over with clusters of dried mosses, creeper vines, and growing the occasional colourful fruit upon its branches. Nesting in the canopies are the small hunting griffons that poplate the region, and the occasional stirge colony that moves and relocates acoss the region - monkeys and baboons and girallion wander this region. Meanwhile, upon the ground, are numerous colourful and thorny shrubs, plants and berry bushes that attract solitary herbivores like the antelope and bongo, poison-dart frogs, snakes, tree mice, birds and otherwise - but also the occasional leopard, cheetah, panther. But amongst teh swampish waters around the jungle, are the wndering crocodiles and Svampyr leeches that east on the unwary and unwitting to their ambushes.   Following along the coastline is the Fang Coast in Vashara's westernmost point. Filled with hard but fertile lands baked by the year-long sun, where the regions many flowers and fruits sustained by the many running streams broken off from the Great Hylar River. The wind carries sweet and aromatic smells across the region, often hiding and confusing most predators in the region - home to many termite mounds preyed upon by Aardvarks and Pangolin, as well as burrowing meerkats and hungry warthogs. Hyena make this region their home also. Despite the verdant nature of this place, the region has been host to a number of vampiric outbreaks and berserker massacres in bloody combat between the tribes - which has given rise to Manticores residing in this region, and underground burrows of stirge colonies and bloodsilk spiders.   Along the southern-west region is the outjutting savannah-filled peninsula of the Blistering Plains. Filled with tall elephant grasses and arkas grass, which seasonaly dry up and decay and grazed upon by the different herd creatures - antelope, buffalo, rhinoceros, with the giraffes eating from the foilage of the baobab and acacia trees that scatter across the regions. Filled with barbed-thorn vines that submerge and break the surface of the grounds - the Crocus sun-flowers and jasmine shrubs give colour to the region and enjoy the sun. Most of the gnolls hold their ancestral cairns and graves in this region, burying great warriors and beloved family hierarchs - left proteted and isolated, and even naturally adapted to host swarms and hives of termites, scorpions and stirges as a warning.    Bordering the Blistering Plains, in the thicket of the Lungoyar Forest, is the Hunter Hills, a great land where Gnolls have inhabited for generations and is believed to hold the ancient den of their ancestral deity, Hyanar the Surrogate Mother. Travelling further east, one finds the Old Stirge Wilds, a place that has harboured numerous rolling hills, deep fissures that harbour colonies of stirges, bloodsilk spiders, svampyres in the dark, nesting in the dead woods and thorny brambles - fitting against termites and other creatures. The red rocks of the region have nurtured the creatures here in the past, but also remarks a dark past of the Gnolls, as it houses numerous clusters and layers of bloodstone that makes and breaks the hills and regions of this place - wherever blod is spilled, the region changes unnaturally over time. Battles held witin the region have given rise to new hills and cairns for teh Gnolls. The gnolls ritualistically punish those that have committed dark acts and evil deeds to their tribes or even heresy against their kind - to strengthen the land, and to rid it of the blights of their communities and packs.   Following the range of mountains is the Smolderthick Forest, fed by a small river set between Mount Nyamongaro and the Black Orphan, otherwise known as the River Ashane.   The southern peninsula of Savasha holds the Briarwillows, a thorn-vine filled woodland.   Following the open plain and steppe to the east, one finds the thickened and misty jungles of the Tangleteeth Forest in Savasha's south-eastern lands. Kept ibrant and fed by the consistent rainfall and the winding river from the Scorchmount, known as the Blackwater River, known for its blackened muddy shores filled with nutritious silts that feed its lands. This region guards the coastal isthmus that enters into the great crater bay of the Bolotani Bay.   In the north-western arm of Savaha, is the Briardell Forest, fed by a river coming directly from the Scorchmount mountain, a pure spring that feeds the jungle woods and enters the Bolotani Bay.   From the northeastern side of the Orphanridge Mountains, comes the bountiful spring that feeds the River Ississa, travelling beyond the Orburn Savannah and travels further northward.  

SEASONS & WEATHER

Halfway between a desert and a forest, filled with large game animals and birds. Generally warm in climate, with short wet seasons to nurture the growth of new vegetation, with long dry seasons that prevent tree growth. The two main seasons in this region is first, the warm wet Season, lasting between 6-8 months, and the hot dry Season, lasting 4-6 months and no longer. During the warm wet Season, begins the short rains just before winter, then the long-lasting rainy seasons in the spring. Rains normally come within the afternoons, pouring out for hours, allowing the growth of plants - whereas the hottest parts of the day is when the morning sun rises. Temperatures on average range between 20-30 Degrees Celsius. At summer, the prevailing winds are western facing. At winter, the prevailing winds are eastern facing.  

POLITICS

Ruled by a matriarchal tribal-kingdom known as the Reignarate, led by the chief of the matriarchal leaders of Savasha, the Reignar of the Mangehearts. The Green Crescent society respects strength and reverence to the natural cycle of nature, of the Season Riders, the Moonweaver and the Wildmother. Ruling supreme from their central dominion and capital, known as Ban Hyamavra (the Mother Den). The Gnolls accept only the strong, and well-established rulers within the region - much an autocratic rule, that establishes its power through fear and suppression of power; but through a united front of survival and mutual cooperation between the clans. Thus, a Reignar rules for life, and their heir is accepted through their bloodlines until their dynasties have been completely slain or assassinated, and civil wars erupt to establish the new ruling power. Democracy and meritocracy are unheard of within these lands - much is done through sheer tenacity, strength and will of the Gnolls. Survival of the fittest, the most cunning, and even the most cruel. Within the Green Crescent, there are several Gnoll tribes that reside within the region: To the west, the Wormhallows, a tribe of crafty gnolls led by a conniving Gnoll-Flind known as Kikkling the Slight. Under Kikkling, are a number of Pack Lords that reign strong over the regions. Working together, tending to be raiders and scavengers; capturing and enslaving cowards and prisoners from other tribes to serve under them under the Rite of Might. Operating as guerrilla fighters and master bowmen. Holding no shame in assaulting or attacking those they deem to be weaker than they. It is only the might of the Reignar that holds them at bay, and the occasional wayward traveller from the Bronzimm Concord. They make their home in Blistering Plains, in Ban Festair. To the south, reside the Gnoll tribe known as the Blackjaws, mainly made of reclusive stubborn gnolls that live amongst the crags and cracks of the Orphanridge Mountains - paying tribute and keeping mostly to themselves. They revere the might of the mountains and volcanoes, and ritualistically brand themselves and any that seek to encroach on their territory. They prize their famed gem mines within the Orphanridge, and remaining burrowed within their mountain dens. They tend to ignore the Fey that scatter across the regions from the Spitfire Archipelago & Spice Isles, but only act when they stray too close to their mountains. They practice their old ways of the Wither, and have many shamans that lead their undead ancestors to work within the mines, protecting them from thieves and robbers. Their pack-lords range across the mountains, as "Burrow-Masters", led by their powerful and chagrined master, the "Flamebearer". They make their home in the mountains, in a subterranean and mountainous burrow known as Ban Hengeroth. To the east, are the Gholvreid. Afflicted with a terrible, flesh-wasting disease, said to be a punishment from Yeenoghu for their weak fertility. Now there are a score of gauze-wrapped hunters and hyena packmasters. Employed by the Reignar as threatening leper mercenaries, sending them against any whom oppose them. They live to be of service, to uphold their honour as a clan of hunters - animalistic, but seeking to go out as martyrs for a glorious cause. Fighting off against the dragons, seeking to use their blood to cure their ailment. Though often the Gnoll tribes have participated in pogroms against the Gholvried - they too practice the Wither ritual, and protect their tribal cairns fiercely, led by the Withered One, once their master Hunter, now a necromantic shaman who keeps their tribe alive and their enemies at bay. They reside within the Briarwillows and Tangleteeth forests, in Ban Gor-Elikk. To the north,are the Redclaws, numbering in the thousands, the second in size only to the Reignars tribe by the Hylar River - led by a brutal and legendary flind barbarian named Hakkur the Gorger. Inspiring his clan to conflict, and to strength, his many Pack Lords lauded as "Bloodmanes". They are known to be the Vanguard of the Reignar forces. Most treat the Redclaws with disdain, they see themselves as the strongest and largest, and most deserving of rule - they often incite violence and challenges to other tribes to prove themselves. Though brutish, they have been the shield that prevents the Pridelands from expanding or encroaching on their territories without suffering a war that would leave the River Ississa riddled with corpses and red with blood. They make their home within the Tridents Neck, upon the borders of their land in the merciless fortress known as Ban Rendagga. There are other tribes that are also present as nomadic and agrarian tribes:
  • The Ansha-Mal; surface-dwelling Gnolls that patrol as grave-robbing nomads through the Tridents Neck and dwell between the Exile Hamadas & the Barbed Hamadas. Noteworthy as a tribe of giant-scorpion riders, who have become adept and immune to their poisons - searching and hunting for their new prey, as guiding the herds back into Savasha and protect them from larger beasts such as the Sandshark Worms & Giant Vultures of Aetha'Shar. Led by a legendary beastmaster, Artek Ansha-Mal. Keeping prizes from the tombs and ruins they raid from both deserts. Their common hovel and home is within the deserts, in the minor settlements known as Duhaás and Va-Malia.
  • The Splitpaw; they are a largely agrarian and peaceful tribe, with a very rigid caste system organising hunters, gatherers, herders & farmers of the land - nurturing around the Great River Hylar, and preserving their fields of grain and fruit across the forests and plains and savannah. They manage and maintain the populations of beasts that harbour across Savasha - following the Old Faith of Druids, and led by an Archdruid Buruta Runihura of the Splitpaws. They seek peace among their tribes, and to bring balance to their lands during the seasons. They reside within their ancient sanctuary within the Lungoya Forest, known as the Ban Marda'Ra.
  • The Vandalarks; a ragged tribe of hunters who practise in cannibalistic rituals to preserve the nature of their land, believing that their sacrifices and others are for the good of the land - so each and every creature has its fill, and never goes hungry. Zealous in their belief of Hyana, taking her tutelage seriously and often coming at odds with the other tribes. Led by the barbarian-priestess Flind, Inrel Urguth. They reside within their ruined tribal dominion of Ban Cad'Vul.

FLORA & FAUNA


Savasha is home to a number of flora, vegetation, beasts and animals that call this place home.   BEASTIARY:
  • Adze - vampiric fireflies that coalesce in swarms and always reside within and around stagnant water - sucking blood and spreading disease, it tended to favour younger smaller creatures. Some believe that victims of the adze become possessed by them and develop into a strange form of vampirism local to Savasha.
  • Ankheg - huge insectoid monsters with many slender limbs and large antennae. Burrowing underground and hunted from below. Holding many different forms and sizes - the most prominent is the Brown Ankheg, the most common species. Whereas, there are young ankhegs that reside close to their hovels and their larvae, who are relatively isolated and unseen until they come of age. However, its smaller cousin, an albino known as Ankhaes, which have hardened shells but poisonous stingers. Then, residing in the forests are the Jungle Ankhegs that are a larger subspecies, solitary hunters that tend to dissolve its victims with its acid spray. Lastly, a terrifying subspecies is the winged Ankheg, that formulate around hives around a huge Ankheg Queen within the Orphanridge Mountains.
  • Antelope (Waterbucks): Large and robust animals, with larger males than females - large rounded ears, white patches above the eyes, mouth and nose. Horned males, ringed and long, whereas others are widely spaced and curve gracefully back and up. Used for territorial disputes. Shaggy brown-gray coats, emitting a smelly oily secretion for waterproofing. They have a conspicuous white ring encircling a dark rump, or wide white patches on either side of their rump. More water dependant than cattle, furnished with their year-round foods. Mainly grazers, eaten coarse grasses seldom eaten from other grazers, feeding in the morning and at night, resting and ruminating in the meantime.
  • Aardvark: Short necked, strong, large and hairless body with an arched back - unproportionate legs with an elongated head with a long-potruding snout, long tubular ears, tapered cone-shaped tail with thick clawed forefeet for digging. Solitary, specialised for eating termites with its long protractile tongue covered in thick sticky saliva. A subspecies of Aardvark in the Savasha homeplane is larger and is known for actually hunting Ankhegs and termites, capable of burrowing underground, a large and slow moving creature with a hide known for being resistant to acid.
  • Baboon: One of the larger monkeys, having no prehensile tail - are able climbers. Have dog-like noses, powerful jaws, sharp canine teeth and thick fur. Males have a longer mane around the neck, called a 'ruff'. Omnivores, eating anything edible - also eating insects and small quantities of meat, like fish, shellish, hares, birds and even small antelope. Mainly subsisting on grass. Socialising in groups of up to about 50.
  • Basilisks - noteworthy as large eight-legged reptiles with terrifying abilities to poison or petrify their foe. It's lesser forms are known as Pygmy Basilisks, the size of little dogs that tend to cling to the trees and whose saliva tends to petrify its foes. It's other cousin, is the Marine Basilisk, that waits to petrify its foes in the seawater letting them sink to the bottom before devouring them.
  • Beenabbers: Ambush predators that hunt bees, their open mouts appear to be plants in full bloom and their tongues resemble pistils and stamen. Their leaves act as both feahers and camoflague to blend into the fauna. Their saliva acts as a strong sedative, that can render prey weak and often unconscious. They appear like little plant-like birds. Most are highly sought after for their spell reagents and potion ingredients, and their saliva used as a sleeping draught or poison. Their leaves are also as fine as silk, and make excellent adornments to cloaks of woodland stealth. Often kept as a combination of pet and decoration.
  • Blood Hawks: grey-feathered hawks with a large wingspan, known to viciously spill fresh blood and drain it from its victims, and take gems from the corpses of its prey to decorate its nests.
  • Bloodsilk Spiders: a magical creature known to look like a bloated red blister of flesh with powerful legs, very patient hunters and spin sticky blood-red non-flammable webbing. They drain the blood from its victims in order to temporarily make themselves tougher. Typically hunting in packs of four to eight, ambushing their prey.
  • Bongo: Large and heaviest antelope, with auburn or chestnut coats with 10-15 vertical whitish-yellow stripes running down its sides. Females are usually brightly coloured, while both have spiraled lyre-shaped horns, with large ears. They rely on scent ro find one another. Quite timid and easily frightened, seeking cover, and mostly are solitary. Herbivorous browsers, but also require salt in their diet - hunters follow these to locate natural salt areas.
  • Bromal: Huge lumbering herd animals, though slow moving are nearly impossible to exhaust. They can go up to a month without needing food or water and withstand changes in body temperature that would kill most animals. Long-becked stooped creatures with two curving tusks. Nomads use their hair for tents, clothing, bedding and accessories - whilst its meat is tough and senewy, it can be consumed in times of desperation. Its milk is a sour taste lacking a lot to be desired. Some even slaughter them to obtain the stored water and semi-digested food they hold in their huge stomach-like bladders.
  • Buffalo: Large and heavy cow-like animals. Usually dark gray or black, even red or white if wallowing in mud. Smaller forest buffalo maintain the red colour. Having heavy ridged horns coming out the head and curve downward then up, formidable weapons against predators and used when jostling for space in their herds; using its horns to fight for dominance. Known to break fences, raid cultivated crops. Congregating sometimes in herds of a few hundred, and in thousands in the rainy season. Singled out by lions and other predators.
  • Camel: They are herbivoruous two humped dromedaries, with large eyes and having one or two humps, with cream to brown or black-short haired coats, longer on their head, neck, throat, rump and tail. Used for transport, meat, milk, wool and leather. Well-adapted for waterless environments, and thus are very resilient. Having long slender necks, double-rowed eyelashes to keep sand out of their eyes. Able to control their body temperature, reducing their water intake. Their leather is used to make shoes, saddles, bags, belts (though poor quality), and their hair is used to make warm clothing, blankets and rugs. Thought to be impatient and bad tempered spitters and kickers, but rather are amiable, patient and intelligent.
  • Cheetah: Slim, muscular long legs with a small rounded head on a long neck, flexible spine and deep chest - the only cat not able to retract its claws, bearing black 'tear tracks' from the inside corners of each eye to the mouth, seving as an anti-glare for daytime hunting. Introverted and solitary creatures, but also living in coalitions. Fairly nomadic. They run faster than most creatures, knocking its prey to the ground and suffocates its victims with its bite to the neck. It eats its kills quickly and keeps an eye out for scavengers.
  • Elephant: The larger terrestrial mammal, with tusks curving out in the bush or darker straighter ones and point downward. With very long trunks and noses, for smelling, drinking, trumpeting and grabbing objects and grooming each other. Friendly creatures, spending most of their time roaming across long distances to forage.
  • Gibbrits: Tiny rabbit-like creatures with two powerful legs, bulbous stomachs and tiny two-clawed arms and large jaws, with disarmingly cute and small faces - with prismatic-hued long ears and extensive mouths that can capture mice and small birds. But are known to be omnivorous, and can sometimes stomach small stones to help with digestion - breaking them down and leaving them smaller but polished and smooth afterward.
  • Giraffe: A long necked spotted creatures that reached up into the great baobob trees. Their 'horns' are knobs covered with skin and hair above the eyes to protect the head from injury. Few predators attack adults, but other creatures take their toll against the young. Feeding for most of the day, surviving on foliage, and drinking when water is available, and survive when water becomes scarce.
  • Girallion: Aggressive, carnivorous apes with four arms, that were incredibly strong and territorial.
  • Hippopotamus: Two species exist, large and common, and the pygmy hippo. Large and bulky creatures, adapted to semi-aquatic environments. Having four webbed toes, short legs, with purple-gray skin tones, thick hairless skins, with flat paddle-like tails used to spread excrement to mark territory and indicate their status. With powerful jaws open up to 150 degrees with enormous incisors. Relying on water or mud to keep cool, and rather than sweat, secrete a viscous red fluid to protect its skin from the sun. Very social creatures, found in groups of 20 to 100.
  • Hunting Griffons: The smallest cousin to the griffon that nest within the tree branches of Savasha's many jungles, and migrate across the many miles of the desert seasonally.
  • Hyena: the most common large carnivore (spotted, brown or striped). Fairly large in build and have short torsos, lower hindquarters and sloping backs. Excellent night-time vision and hearing. Making a variety of vocalisations from wailing calls, howling screams and laughter, heard from up to three miles away, to alert others of a food source. Very territorial, bearing litters of two or four cubs, staying close to their mothers on their hunts and scavenging forays. Marking their territories by depositing a strong-smelling substance from their anal glands in boundaries known as 'Latrines', where they deposit their droppings. Hyenas eat and consume various creatures, bones, vegetable matter and other animal droppings. Jaws are strongest in relation to other creatures. Their jaws and digestive track allow them to process and obtain nutrients from skin and bones, but not fully digest hair, horns or hooves - left as pellets. Left as visible chalky white droppings. Even known to eat metal pots or pans.
  • Jaggi: goat-sized dinosaurs, similar to the Dilophosaur. Bipedal with long tails and strong legs, living under a social hierarchy, with younglings, females and beta males led by strong alphas. They tend to herd and scare their victims in their hunting packs towards an ambush to take down larger prey, with sharp clawed feet, and scaring their prey with their rattling leathery frills.
  • Krenshar: Carnivourous big cats that could retract the skin from its face to scare its prey. With spotted shaggy fur that rise to a spiky mane over its spine and long bushy tail. They are social animals that run in small packs. Captured as cubs, are able to be tamed and domesticated - though difficult and dangerous, they occasionally produce fiercely loyal pets. They make loud screeches and display their terrifying visage to scare its prey towards its pride and pursue them to herd them in the right direction and attack from behind. Blood-red spots tended to indicate a natural pride leader or guardian.
  • Manticore: Magical beasts, large monsters with the body of a lion, dragon-like wings and somewhat humanoid heads. They have long-tails with clusters of deadly spikes, which would be launched out at foes, otherwise using tough claws and fangs. Their mouths were full of rows and rows of razor-sharp teeth. Known to be carnivorous man-eaters. Their tail spikes carried lethal or paralytic venom. Living mainly underground or within caves, in most climates, mainly warm habitats. Their hide is highly valued, especially in furniture.
  • Meerkat: Unmistaken for its upright 'sentinel' posture, watching for predators. Slender and pointed little faces, with tiny ears and black eye patches. Smooth pointed tails, with dark to grizzled light gray or tan fur, with broad dark bars across teh back and a black tipped tail. Living in packs of 3-25, with overlapping home ranges. Sheltering in burrow systems and warrens. Spending the night inside, retreating in the afternoon to avoid the midday heat. Searching for food, like beetles, caterpillars, termites - also lizards, birds, small snakes and rodents.
  • Ostrich: Large flightless birds, rely on strong legs with two clawed toes for running and kicking. Males are black with white wings and tail feathers, while females are brownish-gray. A male would escort a flock of one head female and subordinate females - with ritualised and synchronized courtship. With large booming warning cries.
  • Pangolin: Armoured animals similar to an aardvark that eats insects, and can grow as large as horses - climbing trees and searching the land for watering holes. Feeding on grasses, berries and succulents, also eating insects and small reptiles - chasing in an awkward zigzag patterns. Its sentinels take position to alert others of approaching predators, scattering for cover. But usually would not take this position until they have their fill early, so as to retreat early after their warning, thus not altruistic creatures.
  • Phase Spiders: Monstrous arachnid-kin that do dwel within the Ethereal Plane and Material Plane - making forays into the natural world to snatch upon unlucky creatures to feed upon - giant two-eyed spindly-legged spiders with dark green and white colouration.
  • Rhinoceros: Black and white species - square lipped, wide large and heavy creatures, gray and humped necked and a long face. Black hooked-lipped, having thick hairless gray hide. Both have two horns. Poor eyesight, sometimes charging for no reason, but have good senses of smell and hearing. Tending to live where they like to eat, browsing, eating various vegetation; can be found in various habitats of dense woody vegetation - living in savannahs where water holes, mud wallows, shade trees, and grasses grow and they graze on.
  • Stirge: Tiny magical beasts that fed on the blood of other creatures - a monstrous cross of a large bat and oversized mosquito, short and furry bodies, sometimes covered in feathers ranged in shades of rusty red to reddish brown. Yellowed eyes, membranous and bat-like wings interlaced with thin-walled blood vessels, with four legs that were eight-jointed and ended in sharp pincers. With prominent long-sharp needle like proboscis, pink at the tip that faded into grey. The scent of blood drew stirges into battles. Had keen night-time senses, with acute senses of smell - they produced a clear liquid acting as an anti-coagulant, stored in their proboscis. Drawing blood and converted the blood sugar into energy. Hunting in large groups known as 'thirsts', on average between 3-30 specimens, their colonies extending out to a mile in diametre. Hanging upside down to sleep, breeding freely year round and reproduced by live birth, in litters of 1-3. They mainly feed upon large mammals like cattle or antelope, but preferred humanoid blood. Making their homes in forests, underground, in caves, ruins or marshes with warm climates. The insides of broken or hatched stirge eggs contain a green foul-smelling jelly that deter stirges from attacking up to a day if rubbed on the skin.
  • Svampyr: Large swamp-dwelling leeches that can grow to tremendous sizes depending on its lifespan and number of victims - ravenous leeches that are both ugly and dangerous lurkers of the water. Searching for its quarry, it waits to grapple its target and envelop it with its jaws. Many sharp bladed teeth hidden inside its mandibles penetrate the victims skin and suck the blood from its victim.
  • Timberfang: Large sabre-toothed cats that blend in with the forests and woods with its dark and green-tinted spotty fur, changing the colour of its fur to match the colour and texture of its surroundings. Known for its strong bite and vicious claws.
  • Vulture: Colours ranging from white to brown to black with white accents, with bare crowns, face and neck, accompanied with neat or scraggly ruffs of feathers. Keeping the majority of their environment healthy, preventing the spread of disease from rotting carcasses. Soaring on updrifts to cover long distances, able to digest rotting meat quickly and without issue. Some eat and hunt fish, reptiles, small mammals or even fruits. Eating different parts of a carcass, like bone and nutritious marrow. Using their strong beaks to crack open bones or dropping them on rocks below to break them open.
  • Warthog: Tough and sturdy animals, with disproportionately large headed and 'warts' (thick protective pads appearing on both sides of the head), with unusual tusks, two upper tusks from the sides of their snout in a semicircle, and lower tusks, worn to a sharp-cutting edge. Sparse bristles cover their body, longer bristles from a mane on their heads down the spine to the middle of the back. Long tails end in tufts of bristles. Trespassing wherever they go, excavating, sleeping and resting in their holes - seeking shelter away from the sun, having neither fur nor fat. Males being bachelors, only joining females to mate. Females will abandon thier young, chasing them off and go into isolation. Kneeling to eat short grass, using their snouts and tusks to dig for bulbs, tubers, and roots in the dry season, even eating earthworms and other small invertebrates.
  • Wilora: A magical bird that could steal memories and appearances with its gaze. Having stork-like bodies with prismatic hued-feathers on their body, head and wings, with blue legs. Their beaks were straight, sharp, and raven-like. It looked like a rainbow-coloured bird of paradise with a bright colourful crest and long-tail feathers. It could polymorph at night into any large or smaller avian creature, or transform into any creature they had a telepathic link with. It also has a hypnotic song that it captivated its prey with, then would use its memory-snatching gaze to look a creature in the eye and create a telepathic link. Once linked, looking away would not free a victim. Cunning and deceptive, they pretend to be local birds, and enjoy choosing targets from whom they could take amusing, humiliating or hedonistic memories. Sought out for their talents. They were mostly solitary creatures.
  • Zebra: Black and white vertical striped horse-like creatures with a mane of short erect hair, a tuft-tipped tail. Many hundreds and thousands gather to take their oung on the long journey across the continent following the River Ississa and Hylar. Exposed to a myriad of dangers, passing river crosses puts them at odds with crocodiles, lions, hyenas and wild dogs. Grouped together in 'harems', with one stallion, several mares and offspring. Having different vocal calls, to alert herd members of predators, snorts to indicate happiness. Grazing on various grasses, leaves or young trees as 'pioneer grazers', preparing plains for more specialised grazers who rely on short nutritional grasses.
FLORA
  • Ab'i: A plant that looks like tall brown grass. The succulent blood red tubers of the plant lay 3 feet underground. These tubers were edible and contained up to a gallon of fresh water.
  • Adanthe: A plant found in the temperate forest regions, an aromatic herb whose sap was crushed out of the plant and rubbed through clean hair to imbue it with pleasant herbal scent. (Strong heart, or Stirring Spirit).
  • Arkas: Hearty grass was used as feed for local livestock. It was known that feeding arkas to young horses would contribute would contriute to its growth as a superior steed.
  • Ateris: An ugly thorny plant native to the slopes of the Orphanridge Mountains - it could be found easily when their scent caught on the wind. A particularly aromatic bud that secreted a nearly invisible solution - when rubbed under the nose this substace would cover any foul odours an individual comes across. While great for masking malodorous scents, it was a potent irritant when it came into contact with the inside of the nostril. The bud degraded rather rapidly, typically losing its potency in a matter of weeks.
  • Baitan-jan: Known to grow in the oasis of the desert - this leafy eggplant grew in abundance around the oasis, providing an ample food source.
  • Balsam (Jewelweed): A group of flowering plants that blossomed in high elevations, often shedding their colourful petals to be carried by the wind for miles. Used as a curative herb and to prepare balsam ointments.
  • Bay Leaf (Hotleaves): A type of flowering plant, where its dark green leaves were commonly used as a flavoring agent in cooking and traded together with other spices. Bay trees are native to warmer climate areas, which made them a valuable commodity in the areas of cold climates. Due to its rich and savory and herbal flavours, they often were used in cooking, both dry and fresh. One of the well-known simple and hearty dishes made with bay leaves was a simple fowl soup.
  • Bearberry: A type of berry along the coastline, named after the fact that they were commonly eaten by bears. Believed to possess some curative properties. They were valued as a tanning agent by some, typically used for the tanning of bear and aberattion hides into leather. Due to their curative properties, some used bearberries in conjunction with honey and distilled water to brew Potions of Greater Healing.
  • Biseechee: A type of berry-producing bush native to the dry soils of the savanah and plateaus. A short bush with slender branches, whose stems were covered with tiny thorns similar to that of a cactus. They grew four-petal flowers that were delicate and white in colour. The berries on this bush had incredible healing properties, but once plucked from their tree this property remained in them only for the period of a single day.
  • Bison-Gourd: A flowering plant common to the region. The oils harvested from this plants seeds were hard to smell but could be used as a natural insect repellent. It should be noted that only normal sized insects were repelled by the oil; larger insects or swarms were not affected in the least. Covering large areas of the prairies with runners that were usually dozens of feet long. This plant produced large yellow flowers that were shaped like trumpets. The flowers produced a fruit that could grow up to 5 inches.
  • Bloodpurge: This was a herb that could be found in the deeper parts of polluted freshwater marshes. They could be dried as an herb to neutralize minor poisons. Bloodpurge that was to be used in this manner cost 15 gold per dose.
  • Bloodroot: Grown in jungle regions, it was a reddened plant root. It heightened the taste of blood and was therefore highly addictive to vampires, but not particularly to anyone else. On initial consumption, the user ould feel dazed, but in vampires, it had the potential to instigate a rage upon smelling blood. Some were known to create a poison from the bloodroot for use in Blowpipe darts.
  • Bloodstaunch: An herb used to stop or slow the bleeding of an open wound. They were typically found in gullies located in relatively arid, temperate regions. They can be applied directly applied to open wounds. It thickened blood almost immediately, causing bleeding to slow or stop completely. Bloodstaunch had a base value of 10gp.
  • Brushgrass: Looking like natural grass with frilled tips that grow up to 4 feet in height. Tending to be attracted to movement and will brush up onto creatures moving near it. Some beleive it is to help spread their seeds or pick up pollen from passing creatures. It is otherwise harmless.
  • Braskh: A root found in stony areas often protected by thorn bushes. They had a bright red skin covering a white, crisp flesh. The uses of braskh varied depending on the amount being consumed. Lightly grated flakes of braskh were added to water used to boil vegetables, giving them a hint of spice. Small, decoratively carved shapes of raw braskh root were set afloat in both beverages and medicinal elixirs. If a shape was chewed, most people perspied as if they had done heavy labour, cried as if they lost a loved one, and had profuse discharges from the nose and mouth. If swallowed whole, it purged the other end of the digestive tract, acting as a strong laxative. Adolescents ususaly ventured to the countryside with hand tocks to harvest these roots, as one full-sized or two smaller ones typically sold for a copper piece.
  • Bronzewood: A hardwood tree. As a crafting material, bronzewood is comparable to some metals in its durability and strength while only having a portion of the weight. Bronzewood was favored for its exceptional hardness compared to other woods. Craftspeople often used it to fashion handles for tools such as hammers, scythes, machetes, pickaxes, and even arrows. When treated with resin made from lakh insects, bronzewood could be hardened ever further and used in the crafting of weapons like daggers, axes, and swords.
  • Bytter: A species of fruit tree native to jungles of Savasha. The nuts of a bytter tree could be crushed to release a compound that would close open wounds when rubbed on them.
  • Cactus of Savasha: A small thorned cacti that grew to between three or four inches tall. However, they had vast root systems that spread out over neary a dozen square feet under the surface. These roots often poked through the surface and absorbed moisture from the air. They could live in different types of soil, from hard to sandy, and grew very quickly. It was said that they could even shift positions overnight.
  • Choke Creeper (Strangling Vines): A rare type of carnivorous vine plant found throughout the realms. Typically 1-2ft thick, with some growing to be over 20-160feet with several other vine branches fanning out in all directions. On average there were four to eight vines along each 10 feet, and sixteen in its centre. The vine branches grew to be 9-16 feet and had an olive green hue. These branch vines had flexible tendrils. The smallest had around eight branches, while the largest had around sixty four. Unsentient, but were attracted to light, heat and movement. Any damage to the vines does not harm the central plant itself, whereas small fires had no effect, but severe cold or cold-based spells could temporarily impede its movement, by contrast running electricity was known to cause their vines to move faster. Named so for their tendency to grapple unsuspecting creatures and squeeze them with a strangling grip to the point of death. Typically grew in the forests of regions with a temperate climate.
  • Coilies: This plant looks like a simple, albeit large, teal fern that curls up when creatures come within 5 feet of them. They stay coiled for about 30 minutes, making it easy to tell if a creature has passed by recently.
  • Constrictor Weed: A dangerous plant that could entangle and restrain an unwitting explorer. Constrictor weed was a common weed in the jungles of Chult, often hiding under rotting vegetation. Once a traveler stepped on a plot of constrictor weed, they became stunned and entangled, until able to break or cut themselves free.
  • Crocus: A family of small sun-loving and delicate flowering plants of lavender or purple colour. Valued for some of its species for saffron harvesting. Believed to have been created by Pelor himself, as the flower always reaching and pointing towards the sun.
  • Currants: A type of berry - sold for a single silver piece per ounce (28 grams), and when dried are used for fruitcakes - and as a material component for 'Goodberry'.
  • Cypress: (Widdringtonia) A type of varied coniferous tree or shrub in temperate regions.
  • Dancing Lillies: These white flowers dangle from thin vines that hang from tall trees. Their petals are narrow then fan outward and flop under their weight. The lilies compress their vines to rise and fall to catch sun peeking through the canopy, which often gives them the appearance of dancing.
  • Darkberry: A type of berry bush found in forests; growing in clumps hidden deep in the forest. Darkberry bushes produced small purple berries, only a few of which ripened each fall, and they were growing rarer every year. Ripe darkberries contained 'Shadowstuff' (material essence of the Shadowfell), when split or crushed, they released a circle of blackness 5 feet wide, large enough to hide a humanoid for a dozen seconds. A single darkberry cost 5gp.
  • Dathlil: A common ground flower that was used by herbal lore to combat poison. The petals of the dathlil were tiny and white. Can be consumed as a tea or whole to combat poison. The efficacy varied depending on the poison and individual, ranging from no effect to complete neutralisation of the poison.
  • Duskwood: A type of tree growing all across Aetheus. Duskwoods grew in densely packed groves, blocked the light, and appeared rather eerie, giving them their name. They had smooth black bark and the trunks grew to an average height of 60 feet (18.2 meters), with small lacy branches high on the tree. Atop these trunks were small branches. The wood was smoky gray and as tough as iron. They were very resistant to fire, although their resin was famous for its flammability. Some craftspeople fashioned weapons out of duskwood in place of metal. Such items weighed half as much as their metal counterparts. Duskwood didn't make good armor (even with a wood shape spell), though a passable breastplate could be made out of it. Mast spars and roof beams were usually made of duskwood.
  • Feather Skin: A rare species of flower native to the forests of Aethalassar and Savasha. The petals of a Feather Skin flower dissolved on th etongue. Once they had done so, the petal eradicated all traces of any disease that the patient might be suffering from. With pale blue petals.
  • Feverbalm: A type of flower native to arid and temperate regions. They were also considered to be a type of herb, as they had medicinal properties. In order to access the medicinal properties of feverbalms, creatures were known to boil them into a tea. This tea had the effect of temporarily curing a creature of insanity.
  • Flax: Flax was a variety of wildflower in the Realms. It was commonly cultivated for its fibers, which were also known as flax, as well as for its seeds. The fibres of this plant were commonly cultivated for use in textiles, being used to make linen, but also the seeds of this plant could be pressed into a substance known as linseed oil.
  • Fleshwort: Fleshwort was a plant that could be used to aid in the healing of injuries. The stalks of fleshwort were gray and resembled celery. The stalks could be sewn into the internal injury of any mammal to provide the raw materials for the body to grow new tissue. But they could only be found in areas where corpses, particularly from battles, were recently buried near the surface or left to rot aboveground.
  • Foresters Bane (Snappersaw): A very rare type of carnivorous low-growing shrub. Largely green to dark green, with tough and broad leaves with sinewy ribs that radiated 5-7 feet from the bushy centre. Within the centre was three to six purple stalks with saw-toothed edges. Any leaves or stalks removed would regrow within 2-8 weeks. Overall their bodies measured 15 feet. Within the centre of this bush grew large, plump berries that had a sweet smell to them. These berries were typically bright yellow, golden, greenish or white. They were said to be very delicious and rich in protein. Whenever a creature stepped on or near the leaves of this plant, they would snap shut around them. The saw-toothed edges on the plant's stalks then gradually sawed away at the trapped prey.
  • Fountain Coral: This coral has evolved to survive on coasts and strangely above the water. Although made of a colony of hundreds of smaller yellow and pink creatures, its main structure looks like a cluster of seven or so 3-4 foot tubes standing vertically out of the water. As long as it rises out from a reliable source of water filled with nutrients, it can survive by drawing the water up through its tubed form and squirting it out the top of its tube. This method of feeding gives the fountain coral its name. Some are constantly spitting water, while others do so intermittently. Dead fountain coral no longer does squirts water and turns white and hard as stone. Some intelligent creatures use dead fountain coral as natural tubing over short distances.
  • Ghostroot: A type of plant native to the region, named for the pasty white appearance of its roots. The roots themselves were considered a herb. After digesting one of the roots of this plant raw, an individual was capable of repelling undead as thought they were a cleric.
  • Grape: A variety of fruit found in the realms. When dried up they were known as raisins. Growing in bubble formations, and were suitable for growing in drier soil. When pressed into a fluid form, they create a wide variety of wines. In the wine-making process there were always grape skins left behind. These wet mashes were often used as a form of marinade for meats. Some were used to make dyes for export, or fruit jellies. Raisins were often used in fruitcakes.
  • Helmthorn: A hardy, vine-like dark green shrub. It got its name from large imposing black thorns, that could grow as large as a mans hand. Its indigo berries were oten harvested to be eaten or fermented into a 'Helmthorn Wine'. Occasionally, the plant would sprout a spring of red berries. Helmthorn thorns were used as needles and dart points. Red helmthorn berries could be sold for 1sp each. When the goodberry spell was cast on these berries, it lasted a day longer than usual. Common throughout the world.
  • Honeysuckle: Found in various places, a type of shrub. Honeysuckles could be used to help treat liver, spleen and respiratory disorders. Unicorns were fond of the taste of honeysuckles.
  • Ironwood: A type of deciduous tree that preferred temperate wet climates. It had famously tough non-magical wood often used for the construction of armour, weapons and fortifications. Very durable and light, it weighed significantly less than oak wood. Growing in abundance along with other temperate climate trees. The local inhabitants used them to create reinforcements for their homes, containers and woodcarvings. Some used them to provide shade for their homes, which were dug into pits under the trees protection. Used to craft shields like bucklers, medium shields and tower shields. These shields were powerful for a non-magical item; their most notable feature, apart from durability, was their light weight. Also used to make table dice and dice boards, coasting 5gp.
  • Jalap: A flowering vine plant found in the desert. Reaching out to 12 feet, when fresh its root is black externally and white and milky within. It has heart shaped leaves with purple trumpet-like flowers. When in poweder form, in order to ingest, the colour is a pale grayish brown. Used to protect against rattlesnake bites. It also can be extracted and made into a cathartic drug from its roots.
  • Jasmine: A fragrant flowering plant that grew in shrubs and vines, often used in perfumes and aromatics. Flowering abundantly, with each small white flour having four to five long petals.Jasmine oil sold 3gp per ounce, perfume sold 1gp per vial, and jasmine-scented water cost 35sp per 1 ounce.
  • Juniper: A species of plant that could be either a bush or tree. Parts of the plant were commonly used as a seasoning (3sp). Many beauty-conscious citizens were known to use juniper oil to care for their hair and eyelashes, usually by dipping combs into the oils and applying it generously to their manes. The same oil was sometimes applied to the skin for its pleasant aroma.
  • Kale (Broadleaf): A green vegetable, grown in many places across the region.
  • Kiwi: An uncommon exotic fruit, famed for its exquisite taste, kiwis had thin brown skin covered in unusual fuzz.
  • Kudzu: A type of edible trailing perennial vine plant related to the Common Pea. Kudzu grew quickly overtaking and smothering other vegetation in the area. Sometimes the thick vines flowered in pink and purple.
  • Lasal: A variety of mind-altering leafy plant found throughout the Realms. When they were chewed, lasal leaves created a fog in the mind of an individual, known as a 'lasal haze', that brought with it several other effects. It caused altered visual perception, along with brain fog, delusions, reduced inhibitions, increased aggression, and feelings of excitement for violence.
  • Lemon: A citrus fruit-bearing tree often found in the southern lands. The fruit was oblong, fragrant, and sour. Greatly demanded in northern lands. The lemon fruit was used to make a sweet and refreshing non-alcoholic drink called 'lemonade'. Can be used in sweet pastries like lemon tarts. It was common to add lemon juice to wash water, especially on marine vessels, to improve often lacking hygiene.
  • Long beans: A variety of legume indigenous to the south, and widely consumed there for food. These green beans grew in tender pods and had a sweet and crisp flavour when eaten fresh. Pickled long beans were also popular as winter food. They could be dried up to survive long trips. (Dried: 100gp/lb - Pickled: 10gp/lb)
  • Mandrake (Witchroots): A type of plant found in the realms - could be used as an anesthetic. Used as a main ingredient for potions or as a material component for spells and magical item creation.
  • Melon: A plant bearing freshy sweet fruit that varied in colour from yellow to green. Consumed raw for their sweetness and refreshing flavour. Like other fruits, melons were used to make sweet pies.
  • Mergras: A species of tough and tall water-loving plants. They were known for its hard reeds that rose high up from the water-submerged roots. This plant was used as a building and crafting material and often sold in bundles worth 15gp.
  • Mesquite: A type of tree found in the realms. The trees had roots that could grow down over a 100ft into the earth, tapping into the deepest reaches of water. In desert regions, these extensive networks helped to tabilize sand dunes and hold them in place against the wind. Some used it as a fuel source or a healing incense. A primary fuel source for the desert tribes and Ankh'hera regions.
  • Mugwort: A common fast-growing weed often disliked by farmers and gardeners, but useful to druids and potion-makers. Mugworts plants often grew back within mere days after being cut.
  • Nararoot: A tuber that was used as birth control throughout Aetheus. Much cheaper than cassil herbs, naratoot shavings were taken by women. Nararoot could be diluted and steeped into tea for a more pleasant flavour. Ingesting nararoot rendered the drinker infertile for a week or two. (2sp)
  • Potato (Batata): A type of tuber vegetable found in the realms. Claimed to be superior to the roots of the same name in the north, growing larger and firmer and staying fresh longer. Quite often seen as common staple foods in taverns, alongside other vegetables, in pottage as the second part of a four course meal. More rural or impoverished establishments would often serve diced and spiced potatoes alongside sausages. Often used as rations.
  • Pumpkin: A ground vine that produced a large, yellow-orange gourds wth edible flesh, similar to squash in flavour and consistency, that were a staple crop. The tendrils of pumpkin vines grew quite lengthy and become thick and woody at places where the gourds sprouted. Depending on conditions and cultivation, pumpkins could grow big enough that a medium-sized human could not get their arms around one, and would be hard-pressed to lift it unaided. Favoured to cultivate in temperate regions. The rind of the pumpin was usually skinned and boiled to soften it, then used in soups, or mashed, or used as a side dish. used to make dessers like pumpkin pie. The many seeds found in each pumpkin gourd could be salted and roasted to make a crispy, chewy snack food.
  • Quace: Quace was a natural vine found in the hills of southern and southeastern Faerûn that clung to the ground and other surfaces. It was also the name of the edible fruit produced by this plant. Quace was a vine that preferred hilly terrain with plenty of sunlight and water. It would grow to cover most horizontal surfaces that it could easily reach. The leaves were broad with irregularly serrated edges and sprouted in clusters that shaded the fruit. The fruit of the quace started out as a bulb with a light pink hue riddled with veins of a light green color. As it matured, the fruit formed a squat melon around the central stem that was noticeably segmented as it turned completely green with slightly darker green veins. Mature fruit ranged in diameter from the size of a large human's palm to head-sized, but rarely grew more than six inches (fifteen centimeters) tall. In times of drought, the leaves curled inward and turned yellow while the fruit shrunk and turned brown or dark purple. But quace was a hardy plant and both leaves and fruit would quickly return to health if water again became available before the plant died. Cutting the fruit open revealed a thick, waxy rind that was quite tough and inedible surrounding a soft, green flesh with the consistency of jelly. If crushed, a quace produced a good amount of syrup. Quace flesh could be eaten raw and was thirst-quenching, with a taste like sharp cheese with a sweet finish. In addition to being eaten raw, the edible flesh could be fried (usually still attached to the rind, which was then discarded), or pickled to preserve it from spoiling. Quace absorbed the flavor of whatever oil and spices were used in frying. Pickled quace could be flavored in myriad ways, from sweet, to salty, to smoky, to savory. The vines of the quace plant were brittle enough to be broken by hand and therefore not appropriate as a substitute for rope or twine.
  • Retch plant (Globe Palm): A type of tree. Retch plants resembled regular palm trees. From the top foliage grew large spherical fruits. The fruit had a firm but membranous interior and varied in color, usually blue, lilac or violet. The fruit's interior held a sticky and putrid liquid. When they fell from the tree, the fruit exploded and covered everything within 5 ft (1.5 m) with said liquid. If a creature was struck with the liquid, it was so foul that it triggered nausea and vomiting. The fluid's scent attracted carnivorous creatures up to 50 ft (15 m) distant, and the only way to remove it was with alcohol. The plant whose mature variety produced poisonous pepper-like dust, which prevented its own seedlings from growing in the nearby area.
  • Rolling Mossball: This creature ranges from 3 to 6 inches in diameter and is made of soft green scraggly plantlife. The mossball’s main form of locomotion is rolling by spinning a water-filled plant organ in the center of its form. It tumbles along the ground, seeking puddles or other bodies of water to rest in or deposit seeds. It is easily startled and its first instinct is to flee. Dead mossballs turn brown and dry out, and are often picked up by gusts of wind.
  • Roouddan (Red Turnips): The roouddan was a red turnip-like vegetable. A staple food of peasants. It could be used as a thickener in stews and as a base for livestock slop mashes. It kept long and well when protected from heat and the sun, as well as resisting rot and being edible when raw. Normally, roouddans were absorbent, and could not be grown in dry climates. As they absorbed water, they could also be induced to take on flavors by soaking it in spiced water or broth. It was used as a means of smuggling by Mathym Jalander. A normal means of smuggling would be to hide a single vial of wine within bulk food, but with some experiments, Jalander was able to exploit the vegetable for smuggling itself. Jalander discovered that these turnips could absorb wine and hold it without leaking, and be treated to prevent hounds from sniffing the contraband. The vegetable could then be crushed to extract the wine. However, the wine stored in the turnip didn't store well in skins or kegs, and thus it needed to be bottled.
  • Saffron: A rare and expensive spice produced from the crocus flower. It was only mainly grown in Vashara, where this flower grew in abundance. From this flower, saffron was produced, giving the name 'City of Saffron'. Used as a spell component and spice - one ingredient in the ointment required for true seeing. As a spell component, 4 ounces of ground saffron was sold for 4 gold pieces. As a spice, 1 ounce of whole saffron was sold for 45 gold pieces. In general, 1 pound of saffron might go for 15 gp.
  • Sagebrush: A coarse, many branched, pale-grey shrub with yellow flowers and silvery-grew foilage shrub that grew around Vashara and Savasha. It was burned by the people to drive away evil forces. It was an indicator of fertile arable land, because it prefers deep basic soils. Having a strong pungent fragrace (especially when wet). Flowering in latte summer or early fall. While not a desert plant, is a steppe plant.
  • Scuud: A type of tuber vegetable found in the realms. They were white, fleshy and grew on average to the size of a humans fist. They tasted like a cross between a potato and radish. Typically used for similar purposes as potatoes.
  • Sesame: A type of flowering plant - known to grow around the deserts and plains. Sesame trees were often harvested for seeds that could be eaten raw, roasted or used as a form of spice. These seeds could be crushed to produce an oil that was considered very useful in cooking. Some served bagels with sprinkilings of sesame seeds. The nomadic tribes of the desert were known to place sesame seeds in large mortars, hollowed out from an acacia tree. They would crush the seeds with a wooden beam, coutner-weighted with stones, by having a camel haul it around in a circle. They sold this oil in clay jugs for 1sp. Tribesemen were also known to rub a mixture of the oil and indigo on their chests and legs during the winter season, believing it would keep them warm.
  • Shadowtop: A type of common tree grown throughout Aetheus. They could grow to be 90 feet tall, growing 2ft per year. Their irregular, feathering leaves grew at teh very top of the tree, having dark green tops and coppery hue on the underside. The tops of Shadowtops were prone to fire. Shadow-wood was fibrous, making it undesirable for building but good for ropemaking. The fibrous wood was used for cookfires as it burned hot and slow without giving much smoke. Shadowtop torches, which could be purchased for 1sp, burned longer than other wood torches and ave off less smoke. Shadow-wood was used to make magical staves, rods, and wands.
  • Shield Moss: An appropriately named species of moss that grew in the warm regions of Savasha. When fresh, the moss was bright blue-green colour. Dried up, it turned gray. The moss was quite valiable even in its dried state. It was highly prized for its medicinal properties and popularity among the nobles. They were used and paid with hefty coin as it was a secret ingredient used in the production of the fanciful fragrances. Nobles fancied it as a fashionable dish. It was an acquired taste, as deep=fried moss was brittle. Much likened to dining on brittle corn-chips, crunching on hard-dried noodles, or chewing on a mouthful of twigs. A handful of Sheidl moss went for 4gp in big city markets, more when properly cooked and sauced. Depending on the season, production, and bidding competition, a barge full of Shield moss was worth between 50-75gp.
  • Shy Ladies: These large plants have giant, 4-foot petals that come in reds, pinks, and violets. When a creature comes within 20 feet of the plant, it curls up its petals into a 4-foot tall, half-foot thin green-white column curving under its own weight. Fey creatures seem to be able to not cause shy ladies to hide their petals, so sprites and other small fey tend to hide their treasures within their petals.
  • Silkroot (Knights Veil, or Styxroot): A stimulant that improve the reflexes and caused temporary euphoria. The root was found growing wild in Vashara and the Fulcrum Peninsula. Unfortunately, silkroot was addictive and eventually ate through the stomachs of users. Silkroot addicts could be weaned off the drug by chewing on the leaves of the plant.
  • Singing Trees: A bizarre plant-like sanguivore (blood-feeders). They looked like deciduous trees, but had unique leaves. Each leaf sang with a beautiful high-pitched voice, combining together to form an irresistible orchestra. If hungry enough, the body of the tree joined the song with a bass voice. A singing tree only produced one seed every five years. When this occurred, the parent tree sent the seed flying away on the breeze wtih a pair of leaves. Saplings attempting within another singing tree's territory were not taken lightly. The dominant tree would send leaves to block the sun from reaching the sapling or to attack the sapling's leaves directly. Singing trees could live for centuries if given an ample food supply. Singing trees used their bass voice to lure animals within hearing distance. The song compelled most animals to approach the tree for a rest, at which point the tree would drop several leaves on the animal to feed. Feeding leaves fell from the tree in a natural manner. Charmed animals did not even feel the small prick of the leaf's stem as it broke their skin and drew blood. After consuming a bit of blood, the leaf would float back to the tree and attach itself. If a singing tree was attacked directly, it would send a swarm of leaves at the attacker, draining blood and temporarily blinding them. Some brave individuals attempted to transport or cultivate singing trees within civilized lands. This was possible with an adult tree so long as the roots were not disturbed and the tree was not subjected to drastic temperature changes. Fresh seeds could also be used to grow a new singing tree within a city, though these seeds sold for 5,000 gold pieces each. Singing trees were a carnivorous species of plant. When in a state of starvation their intense hunger made them feral, causing a tree to lash out at any warm-blooded creature that entered their territory. Singing trees grew within forests of a temperate or warm climate. They were usually found far from humans in secluded areas.
  • Sunmelon: Sunmelons, also known as watermelons, were sweet and succulent fruits that grew on vines and were cultivated in many lands throughout the Realms. Sunmelons found in the north were known for their succulent and refreshingly sweet flesh encased in a green striped skin. The fruit grew on vines and ripened on the ground. They often were simply eaten raw, and sometimes pickled or jellied. The type of sunmelon cultivated in the Savashan regions, however, was different. The similarly sweet fruit was golden in color and encased in golden skin. The melon was fleshier than its northern cousin and the mouthfeel of Savasha sunmelons was gentle, as if the fruit melted on the tongue.
  • Sweet Potatoes (Yams): Common edible tubers found throughout Aetheus. Beloved for their versatility, sweet potatoes were often roasted, steamed and candied. Sweet potatoes were oblong tubers, similar in size to regular potatoes. Many yams that grew in the wild remained in the ground through the colder times of the year, serving as food for wild pigs and other foraging beasts. Humans learned to cultivate yams. Savashan boar hunters used to roast whole beasts who, in winter months, survived on a rich diet of sweet potatoes. As the beasts were roasted, the potatoes in their stomachs cooked as well. Same yams were used to stuff boar sausages as well.
  • Tabacco: A dark plant with a sweet scent indigenous to Savasha and its jungles. Tabacco leaves could be smoked in pipes, similarly to pipeweed, but is was also possible to roll them in cigars. In all applications, tabacco was said to be far superior in flavour to pipeweed. Sealed pots of tabacco leaves imported from Savasha were avalable for purchase.
  • Tamarind: A tree that produced edible orange-brown legminous fruit that was consumed as a spice. Tamarind was grown and mashed into a spice paste in the lands, which were renowned for their strongly flavored cuisine. From there, tamarind was traded, being moved through the locations on the Trade Way. Through trade, tamarind was available in caravan stop towns. Tamarind paste was widely available via Aurora's Whole Realms Catalogue and was sold in the "Exotics" section for 100 gold coins per ounce. Tamarind had a more or less common presence further to the south-east of Aetheus, where a lot of folks carried spice pouches as they traveled. Such spices included dried powdered tamarind, dried ginger, tumeric, and ground almonds, as well as raisins and rosemary. Tamarin was a cooking ingredient used for its warm spicy flavor. For example, tamarind was used to create bite-sized sugar-dusted pastry known as tamarind balls. Another example of tamarind use in cooking was the always-popular eggfry bread, a savory fried egg-soaked toast, oftentimes consumed by traveling merchants. The fried bread was often drenched in gravy, fat drippings, and spicy sauces, namely, tamarind sauce. Tamarind was known to be used in medicine for its infection-preventing properties and especially handy against gangrene.
  • Terazul: Terazul was a flowering plant found only in a few locations in the jungles. It was also the name of a somewhat addictive drug made from the leaves of the plant. When ground into a powder and snorted, the drug was a powerful stimulant, causing the user to remain awake for days at a time. When drunk as a potion it caused visions. Terazul was not without side effects, however, as children of terazul users were sometimes born with abnormalities such as tentacles. The plant's properties were thought to be due to its ability to tap into lignering pockets of the corruption from the Cataclysm of Tharizdun. In reality, the plant's roots grew out of portals to the Far Realm, which had been opened by derro in the Underdark.
  • Thelmallow: The thelmallow was a flowering plant that grew as floating blossoms in swamps and marshes. The plant produced large, ragged white flowers, which were usually inhabited by swamp flies. The plant's only known use was as an ingredient in spellslayer wine.
  • Trueroot: Trueroots were a type of plant native to the frontier regions aroud the desert. Their red shaded roots by themselves were considered to be a herb. Digesting the roots of this plant cooked imparted a general antidote effect towards poison.
  • Turnip: A common root vegetable, found across Aetheus, and eaten both on the surface and underneath in the Underdark. Turnips were rounded white-pink vegetables that had creamy white flesh and edible leaves. Turnips grew best in sunny areas, as even partial shade would stunt their growth. These versatile vegetables had several uses in the culinary arts. Ration packs often contained turnips, and lasted at least two weeks. Turnips were not just grown to be eaten, but had various other uses throughout the Realms. They could also be used to make ink to pen magical scrolls, such as for the message spell. The turnips had to be diced and added to a boiling mixture as the penultimate ingredient, followed by a non-human ear. The mixture then had to be stirred well with a vundwood rod after each new ingredient was added, and boiled gently. The turnip-infused residue had to be scraped out of the cauldron and stirred into a sepia. After an hour of frequent mixing, the ink had to settle for a single day. Turnips even had uses when they were no longer fresh. When thoroughly rotten, turnips were sometimes saved and thrown at criminals or heretics in public due to their rank smell and slimy texture. Turnips were known for their curative powers, and were often used as medicine. These root vegetables could be used as a cure for mouth disease and a treatment for sore throats. Despite their many uses, turnips had a possibly unwarranted association with foolishness.
  • Twilight Bloom (Purple Blossom Plant/ Purple Death): A very rare species of poisonous plant. Twilight blooms largely bore a resemblance to palm trees. They had thick, scaled brown trunks that sprouted no branches and on average grew to heights of 8‒13 ft (2.4‒4 m). The foliage at their tops were fronds that drooped a short distance. Their roots were visible on the surface around their base, resembling a fine mossy mat. Within this the foliage tops of this plant grew purple, cup-shaped flowers with silver stamen. The sap of these flowers was very sweet and they exuded an attractive sent. During daylight hours, the flowers on a twilight bloom would be directed upwards towards the sun. During the night, they would close up completely. Twilight blooms would react to the vibrations caused by any creatures passing beneath it. Their flowers would gently tip over and drip down a small amount of poisonous sap. Most species of insect were immune to the effects of this poisonous sap, but were attracted to its scent. If harvested carefully, this poison could remain potent for a full day. The twilight bloom was a partially carnivorous species of plant.  The decomposition of creatures killed by their sap served to fertilize their root network. Twilight blooms were typically found in swamps and areas with a temperate climate.
  • Windstrands: This plant is a vine with red arrowhead-shaped leaves that are always twisted and wavy. Windstrands grow on trees and boulders in hilly or mountainous regions where it can get lots of wind at its height. Without sensing any wind, its seeds simply refuse to grow. The reason for this is how it spreads its seeds: the vine grows several maroon pods that burst in autumn. Inside the pod is a thin, 2-foot long black strand with white puffs at regular intervals. The puffs are like dandelion seeds and separate from the strand when caught by a strong enough wind. Then they float away to grow elsewhere. When the season is right, these puffed strands can be seen waving off of the vines while more white puffs linger in the winds like cherry blossoms.
  • Zalantar (Blackwood/ Darkwood): A subtropical tree usually found in southern Aetheus. Zalantars grew oddly in the sense that one plant was composed of several tree trunks that stemmed from a central root system. Their leaves were usually white or another light color. The pure black wood from a zalantar tree was called darkwood, or blackwood in the North. The wood was as hard as normal wood but half as heavy. Items made from zalantar weighed half as much as normal wooden items of the same type. Darkwood weapons and shields were thus very light and made to high quality but also more costly. Darkwood was extensively in the South in buildings, wagons, and wheels, and almost exclusively for rods, staffs, and wands.
  • Zucchini (Marrow/ Courgette): A type of green gourd vegetable that grew in the realms.
  • Zygom: A species of semi-parasitic fungi that could sustain themselves living in soil, but greatly preferred infecting living creatures, feeding on their flesh and bone. Individual zygom mushrooms were small fungi with tiny and thin stems under egg-shaped caps. An individual zygom plant creature was a colony that consisted of proximately twenty minuscule mushrooms. Each individual zygom colony had a flat, sprawling mycelium that grew just under the ground's surface or in a host. When infecting a target, zygoms started from the head, neck, or spine due to nervous system access. The most common targets for infestation were giant ants, giant rats, large badgers, young bears, and even small humanoids. The infestation could be triggered when a creature, any creature, physically interacted with zygom. The more aggressive the interaction was, the more likely the fungi were to secrete light blue-colored "milk." With a casual touch, the chances of the secretion were one to six. This substance was kept under each mushroom's cap and, when broken, spread onto the culprit. This "milk" was incredibly adhesive. The glue-like property lasted from two to five days on average before drying out and flaking off. When the blue "milk" touched flesh, zygoms' spores immediately infested the new host, starting to grow, thoroughly taking control by the time this substance dried and disappeared. Zygoms could not participate in combat on their own. Only when infections a creature, the mushrooms controlled their actions, moving, attacking, and defending, guided by self-preservation. Like other mushrooms and plant creatures, zygoms' intelligence was completely alien and incomprehensible to humanoids. This made the fungi and creatures that carried the infestation immune to mind-altering magic. Zygoms were dangerous but rare mushrooms, often encountered small numbers, from one to three specimen. When a zygom colony was planted in soil, it jumped on the first opportunity to infest a living creature. Once infected, the victim fell under the fungi colony's complete control through the corruption of nerves and brains. Past the infection, the victim's fate was death within one to eight weeks, depending on the victim's size. Even after death, zygoms remained planted on the body, consuming it until there was nothing left but clean bones. Zygom infestation could only be removed by remove disease, alter reality, or wish, spells. Remove disease could not remove the adhesive "milk." Even though zygoms were considered to be creatures of low fungal intelligence and evil alignment, they did not maliciously sought the pray nor hunted, simply preferring the nutrition of living creatures. Zygoms were a present danger for travelers in Vashara and Aethalassar, alongside other "slime" creatures, such as green slimes and yellow molds.
 

HISTORY


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Type
Peninsula
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