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Woldgrowth

Faewolds are described as 'folds' in the planar topography of the Inmost Realm, and their peculiar flora and fauna likened to that found in a sheltered river valley running through barren country. The Primal Wild can hardly be called barren - the superabundance of basal energy makes all parts of the Wild fertile - but the wolds are always quite distinct from the part of the World into which they open.   There are mundane plants in the molds, but they tend to be the simplest kind; grasses and ferns, or the occasional fruit tree for the Archfae who does not want to fight for their cider. Woldgrowth is the common flora of a wold, typically lush and verdant, although there are worlds which mimic deserts or badlands at the will of their master. Whatever the form it takes, however, woldgrowth is seldom close to mundane. Things in the Faewolds rarely just are.   Most common, reactive flora contains such vitality that it is capable of significant movement in response to external stimuli. In untamed wolds, such plants simply close when touched or shift towards movement, but those in tamed lands may be capable of throwing snares or striking at potential prey. Despite this mobility, neither reactive flora, nor the less common proactive flora, possess true awareness. They are as likely to lash out at something entirely beyond their capacity to harm as at suitable prey.   In tamed molds, the plant life is never random. Blessing plants are placed by the welfare of a domain to a clear purpose, and provide beneficial or harmful compounds to herbalists. The nature of these compounds, and even their location in the plant, are clearly marked by rules of signature. Many are prized on the material plane for their potency. Similar are transflora, mundane plants heavily impregnated with basal energy and the peculiar consequentiality of the wolds. This results in a version of the plant with eccentric qualities, from blood apples to roaring gourds. Each wold has a character, which informs the transformation of the flora in that domain, matching them to that character.   A final, and relatively rare, group are psychoactive plants. These possess neither motion nor intelligence, but defend themselves using spores or more arcane means of transmission to provoke hallucinations which paint the plant as something to be protected. Such plants are often prized for their narcotic byproducts, and may also be raised to defend areas where the archfae want no intrusion.

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