Fenrir Lure
Fenrir Lure
Rare Alchemical Forest Bait | Fenrir Summoning Catalyst
Overview:
The Fenrir Lure is an exceedingly rare alchemical creation rumored to beckon one of Galia’s most elusive apex predators: the Fenrir. Used exclusively in dense forested terrain, this potion carries no magical signature and cannot be replicated through enchantment. Its success depends on obscure natural sciences, raw materials found only in specific corners of Galia, and — above all — pure chance.
Though often dismissed as myth by more skeptical academics, field reports from Vel Dranir’s Adventurers' Guild and whispered tales in alchemist circles claim that the potion has successfully summoned a Fenrir… though almost always at the cost of the summoner's life.
Alchemical Classification:
- Type: Alchemical Lure / Environmental Trigger
- Tier: Rare
- Form: Thick alchemical fluid
- Origin: Galia, exclusively crafted by master potionmakers
- Usage: Summoning lure, Fenrir-attractant (forest-exclusive)
Bottle Description:
The potion is sealed within a short, wide-bottomed glass bottle with beveled hexagonal edges. A cork stopper is secured by a thin loop of leather cord, adorned with a single dried fang bead carved from bone. The flask gives off no magical glow or shimmer, appearing as a mundane concoction to magical detection.
Inside the flask is a matte white liquid, thick and slow-flowing, resembling no known natural compound. The liquid clings to itself and moves in dense, heavy swirls when shaken. When uncorked, the potion releases a faint downward mist, almost invisible, that seems unnaturally drawn to the forest floor.
Note: This potion must be poured directly onto soil, roots, or moss in any forested region of Galia to function. If poured on stone, pavement, or arid earth, it becomes inert.
Appearance of Liquid:
- Color: Flat, matte white
- Consistency: Thick, gel-like; viscous and self-binding
- Scent: Odorless until exposed to air
- Behavior: Liquid recoils from light and spreads evenly over natural ground surfaces
- Reaction: Begins to dissipate into mist upon contact with organic forest terrain
Usage Instructions:
- Must be poured at ground level within any natural forested biome in Galia.
- Must be used in solitude; the potion reacts only when one person is within range.
- Upon pouring, the user rolls a 1d20.
- On a natural 20 (critical), the lure successfully attracts a Stage I Fenrir.
- Any other roll results in no reaction. The potion becomes inert and cannot be reused.
Note: This effect is not guaranteed, and repeated crafting or use is costly. Only those with extensive knowledge of wildcrafting and monster ecology attempt it more than once.
Crafting Ingredients:
Creating a Fenrir Lure requires highly region-specific ingredients. All potions in Galia begin with slime-based internal fluid, typically from Thistle Slimes, forming the alchemical base. However, this lure requires precise additions from across the continent.
Ingredient | Source Region | Harvest Notes |
---|---|---|
Thistle Slime Gel | Silverweave, Nonuthat sewers | Potion base for all alchemical concoctions. Clear or light blue preferred. |
Whisperroot Sap | Forests of Hollowmere (Kingdom of Fallin) | Collected by slicing bark during The Veil; extremely reactive to sound. |
Frostlung Spores | Snowplains of Okenshield | Harvested from blue puff-fungi in sub-zero groves. Creates cold-bond mist when mixed. |
Tears of Ascorn River Water | Kingdom of Fijorn | Only from upstream source; cold, unprocessed glacial runoff is required. |
Mollusk Cooking Oil | Inside armor-bound mollusk parasites | Extracted from the green sac of the mollusk’s interior. Oil is permanent and non-spoiling. |
Each ingredient must be fresh, alchemically pure, and precisely measured. When Mollusk Oil — is added the liquid transforms into its final pale-white form and becomes reactive.
Rarity & Accessibility:
- Craftable: Yes (Master Alchemists only)
- Legality: Unregulated, but highly discouraged in populated areas
- Guild Status: Limited batches stored by the Adventurers’ Guild in Vel Dranir
- Black Market Value: 800–1200 Sovereigns per bottle
Mechanics Recap:
- Must be poured on forest ground only
- One use per bottle
- Upon use, roll 1d20
- 20 = Fenrir (Stage I) appears from the surrounding terrain
- 1–19 = nothing happens
Once poured, the potion fuses with the forest floor and cannot be retrieved.
Known Side Effects:
- Creatures with keen smell (wolves, bears, dire beasts) may be attracted within the next hour
- If not used within 7 sols of brewing, the potion decays into neutral slime slurry
- If the user bleeds while pouring the lure, the chance of a hostile encounter increases
Player & DM Tips:
- Pouring multiple potions does not stack chance of summoning
- This lure cannot attract more than one Fenrir per successful use
- Potions work best in deep woods, haunted groves, and mist-heavy forests
Comments